/**************************************************************************/
/*  rasterizer_scene_gles3.cpp                                            */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
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/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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/**************************************************************************/

#include "rasterizer_scene_gles3.h"

#include "core/math/math_funcs.h"
#include "core/os/os.h"
#include "core/project_settings.h"
#include "rasterizer_canvas_gles3.h"
#include "servers/camera/camera_feed.h"
#include "servers/visual/visual_server_raster.h"

#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif

const GLenum RasterizerSceneGLES3::_cube_side_enum[6] = {

	GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
	GL_TEXTURE_CUBE_MAP_POSITIVE_X,
	GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
	GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
	GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
	GL_TEXTURE_CUBE_MAP_POSITIVE_Z,

};

void RasterizerSceneGLES3::store_transform(const Transform &p_mtx, float *p_array) {
	p_array[0] = p_mtx.basis.elements[0][0];
	p_array[1] = p_mtx.basis.elements[1][0];
	p_array[2] = p_mtx.basis.elements[2][0];
	p_array[3] = 0;
	p_array[4] = p_mtx.basis.elements[0][1];
	p_array[5] = p_mtx.basis.elements[1][1];
	p_array[6] = p_mtx.basis.elements[2][1];
	p_array[7] = 0;
	p_array[8] = p_mtx.basis.elements[0][2];
	p_array[9] = p_mtx.basis.elements[1][2];
	p_array[10] = p_mtx.basis.elements[2][2];
	p_array[11] = 0;
	p_array[12] = p_mtx.origin.x;
	p_array[13] = p_mtx.origin.y;
	p_array[14] = p_mtx.origin.z;
	p_array[15] = 1;
}

void RasterizerSceneGLES3::store_camera(const CameraMatrix &p_mtx, float *p_array) {
	for (int i = 0; i < 4; i++) {
		for (int j = 0; j < 4; j++) {
			p_array[i * 4 + j] = p_mtx.matrix[i][j];
		}
	}
}

void RasterizerSceneGLES3::directional_shadow_create() {
	if (directional_shadow.fbo) {
		// Erase existing directional shadow texture to recreate it.
		glDeleteTextures(1, &directional_shadow.depth);
		glDeleteFramebuffers(1, &directional_shadow.fbo);

		directional_shadow.depth = 0;
		directional_shadow.fbo = 0;
	}

	directional_shadow.light_count = 0;
	directional_shadow.size = next_power_of_2(directional_shadow_size);
	glGenFramebuffers(1, &directional_shadow.fbo);
	glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
	glGenTextures(1, &directional_shadow.depth);
	glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, directional_shadow.depth, 0);
	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
	if (status != GL_FRAMEBUFFER_COMPLETE) {
		ERR_PRINT("Directional shadow framebuffer status invalid");
	}
}

/* SHADOW ATLAS API */

RID RasterizerSceneGLES3::shadow_atlas_create() {
	ShadowAtlas *shadow_atlas = memnew(ShadowAtlas);
	shadow_atlas->fbo = 0;
	shadow_atlas->depth = 0;
	shadow_atlas->size = 0;
	shadow_atlas->smallest_subdiv = 0;

	for (int i = 0; i < 4; i++) {
		shadow_atlas->size_order[i] = i;
	}

	return shadow_atlas_owner.make_rid(shadow_atlas);
}

void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas, int p_size) {
	ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
	ERR_FAIL_COND(!shadow_atlas);
	ERR_FAIL_COND(p_size < 0);

	p_size = next_power_of_2(p_size);

	if (p_size == shadow_atlas->size) {
		return;
	}

	// erasing atlas
	if (shadow_atlas->fbo) {
		glDeleteTextures(1, &shadow_atlas->depth);
		glDeleteFramebuffers(1, &shadow_atlas->fbo);

		shadow_atlas->depth = 0;
		shadow_atlas->fbo = 0;
	}
	for (int i = 0; i < 4; i++) {
		//clear subdivisions
		shadow_atlas->quadrants[i].shadows.resize(0);
		shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
	}

	//erase shadow atlas reference from lights
	for (Map<RID, uint32_t>::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) {
		LightInstance *li = light_instance_owner.getornull(E->key());
		ERR_CONTINUE(!li);
		li->shadow_atlases.erase(p_atlas);
	}

	//clear owners
	shadow_atlas->shadow_owners.clear();

	shadow_atlas->size = p_size;

	if (shadow_atlas->size) {
		glGenFramebuffers(1, &shadow_atlas->fbo);
		glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo);

		// Create a texture for storing the depth
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glGenTextures(1, &shadow_atlas->depth);
		glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, shadow_atlas->size, shadow_atlas->size, 0,
				GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
				GL_TEXTURE_2D, shadow_atlas->depth, 0);

		glViewport(0, 0, shadow_atlas->size, shadow_atlas->size);
		glClearDepth(0.0f);
		glClear(GL_DEPTH_BUFFER_BIT);

		glBindFramebuffer(GL_FRAMEBUFFER, 0);
	}
}

void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
	ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
	ERR_FAIL_COND(!shadow_atlas);
	ERR_FAIL_INDEX(p_quadrant, 4);
	ERR_FAIL_INDEX(p_subdivision, 16384);

	uint32_t subdiv = next_power_of_2(p_subdivision);
	if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
		subdiv <<= 1;
	}

	subdiv = int(Math::sqrt((float)subdiv));

	//obtain the number that will be x*x

	if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
		return;
	}

	//erase all data from quadrant
	for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
		if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
			shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
			LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
			ERR_CONTINUE(!li);
			li->shadow_atlases.erase(p_atlas);
		}
	}

	shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
	shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
	shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;

	//cache the smallest subdiv (for faster allocation in light update)

	shadow_atlas->smallest_subdiv = 1 << 30;

	for (int i = 0; i < 4; i++) {
		if (shadow_atlas->quadrants[i].subdivision) {
			shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
		}
	}

	if (shadow_atlas->smallest_subdiv == 1 << 30) {
		shadow_atlas->smallest_subdiv = 0;
	}

	//resort the size orders, simple bublesort for 4 elements..

	int swaps = 0;
	do {
		swaps = 0;

		for (int i = 0; i < 3; i++) {
			if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
				SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
				swaps++;
			}
		}
	} while (swaps > 0);
}

bool RasterizerSceneGLES3::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) {
	for (int i = p_quadrant_count - 1; i >= 0; i--) {
		int qidx = p_in_quadrants[i];

		if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
			return false;
		}

		//look for an empty space
		int sc = shadow_atlas->quadrants[qidx].shadows.size();
		ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptrw();

		int found_free_idx = -1; //found a free one
		int found_used_idx = -1; //found existing one, must steal it
		uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion)

		for (int j = 0; j < sc; j++) {
			if (!sarr[j].owner.is_valid()) {
				found_free_idx = j;
				break;
			}

			LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
			ERR_CONTINUE(!sli);

			if (sli->last_scene_pass != scene_pass) {
				//was just allocated, don't kill it so soon, wait a bit..
				if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
					continue;
				}

				if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
					found_used_idx = j;
					min_pass = sli->last_scene_pass;
				}
			}
		}

		if (found_free_idx == -1 && found_used_idx == -1) {
			continue; //nothing found
		}

		if (found_free_idx == -1 && found_used_idx != -1) {
			found_free_idx = found_used_idx;
		}

		r_quadrant = qidx;
		r_shadow = found_free_idx;

		return true;
	}

	return false;
}

bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
	ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
	ERR_FAIL_COND_V(!shadow_atlas, false);

	LightInstance *li = light_instance_owner.getornull(p_light_intance);
	ERR_FAIL_COND_V(!li, false);

	if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
		return false;
	}

	uint32_t quad_size = shadow_atlas->size >> 1;
	int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));

	int valid_quadrants[4];
	int valid_quadrant_count = 0;
	int best_size = -1; //best size found
	int best_subdiv = -1; //subdiv for the best size

	//find the quadrants this fits into, and the best possible size it can fit into
	for (int i = 0; i < 4; i++) {
		int q = shadow_atlas->size_order[i];
		int sd = shadow_atlas->quadrants[q].subdivision;
		if (sd == 0) {
			continue; //unused
		}

		int max_fit = quad_size / sd;

		if (best_size != -1 && max_fit > best_size) {
			break; //too large
		}

		valid_quadrants[valid_quadrant_count++] = q;
		best_subdiv = sd;

		if (max_fit >= desired_fit) {
			best_size = max_fit;
		}
	}

	ERR_FAIL_COND_V(valid_quadrant_count == 0, false);

	uint64_t tick = OS::get_singleton()->get_ticks_msec();

	//see if it already exists

	if (shadow_atlas->shadow_owners.has(p_light_intance)) {
		//it does!
		uint32_t key = shadow_atlas->shadow_owners[p_light_intance];
		uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
		uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;

		bool should_realloc = shadow_atlas->quadrants[q].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
		bool should_redraw = shadow_atlas->quadrants[q].shadows[s].version != p_light_version;

		if (!should_realloc) {
			shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
			//already existing, see if it should redraw or it's just OK
			return should_redraw;
		}

		int new_quadrant, new_shadow;

		//find a better place
		if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, shadow_atlas->quadrants[q].subdivision, tick, new_quadrant, new_shadow)) {
			//found a better place!
			ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
			if (sh->owner.is_valid()) {
				//is taken, but is invalid, erasing it
				shadow_atlas->shadow_owners.erase(sh->owner);
				LightInstance *sli = light_instance_owner.get(sh->owner);
				sli->shadow_atlases.erase(p_atlas);
			}

			//erase previous
			shadow_atlas->quadrants[q].shadows.write[s].version = 0;
			shadow_atlas->quadrants[q].shadows.write[s].owner = RID();

			sh->owner = p_light_intance;
			sh->alloc_tick = tick;
			sh->version = p_light_version;
			li->shadow_atlases.insert(p_atlas);

			//make new key
			key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
			key |= new_shadow;
			//update it in map
			shadow_atlas->shadow_owners[p_light_intance] = key;
			//make it dirty, as it should redraw anyway
			return true;
		}

		//no better place for this shadow found, keep current

		//already existing, see if it should redraw or it's just OK

		shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;

		return should_redraw;
	}

	int new_quadrant, new_shadow;

	//find a better place
	if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, -1, tick, new_quadrant, new_shadow)) {
		//found a better place!
		ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
		if (sh->owner.is_valid()) {
			//is taken, but is invalid, erasing it
			shadow_atlas->shadow_owners.erase(sh->owner);
			LightInstance *sli = light_instance_owner.get(sh->owner);
			sli->shadow_atlases.erase(p_atlas);
		}

		sh->owner = p_light_intance;
		sh->alloc_tick = tick;
		sh->version = p_light_version;
		li->shadow_atlases.insert(p_atlas);

		//make new key
		uint32_t key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
		key |= new_shadow;
		//update it in map
		shadow_atlas->shadow_owners[p_light_intance] = key;
		//make it dirty, as it should redraw anyway

		return true;
	}

	//no place to allocate this light, apologies

	return false;
}

void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) {
	directional_shadow.light_count = p_count;
	directional_shadow.current_light = 0;
}

int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance) {
	ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);

	int shadow_size;

	if (directional_shadow.light_count == 1) {
		shadow_size = directional_shadow.size;
	} else {
		shadow_size = directional_shadow.size / 2; //more than 4 not supported anyway
	}

	LightInstance *light_instance = light_instance_owner.getornull(p_light_intance);
	ERR_FAIL_COND_V(!light_instance, 0);

	switch (light_instance->light_ptr->directional_shadow_mode) {
		case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
			break; //none
		case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
		case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS:
		case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
			shadow_size /= 2;
			break;
	}

	return shadow_size;
}
//////////////////////////////////////////////////////

RID RasterizerSceneGLES3::reflection_atlas_create() {
	ReflectionAtlas *reflection_atlas = memnew(ReflectionAtlas);
	reflection_atlas->subdiv = 0;
	reflection_atlas->color = 0;
	reflection_atlas->size = 0;
	for (int i = 0; i < 6; i++) {
		reflection_atlas->fbo[i] = 0;
	}

	return reflection_atlas_owner.make_rid(reflection_atlas);
}

void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_size) {
	ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas);
	ERR_FAIL_COND(!reflection_atlas);

	int size = next_power_of_2(p_size);

	if (size == reflection_atlas->size) {
		return;
	}
	if (reflection_atlas->size) {
		for (int i = 0; i < 6; i++) {
			glDeleteFramebuffers(1, &reflection_atlas->fbo[i]);
			reflection_atlas->fbo[i] = 0;
		}
		glDeleteTextures(1, &reflection_atlas->color);
		reflection_atlas->color = 0;
	}

	reflection_atlas->size = size;

	for (int i = 0; i < reflection_atlas->reflections.size(); i++) {
		//erase probes reference to this
		if (reflection_atlas->reflections[i].owner.is_valid()) {
			ReflectionProbeInstance *reflection_probe_instance = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[i].owner);
			reflection_atlas->reflections.write[i].owner = RID();

			ERR_CONTINUE(!reflection_probe_instance);
			reflection_probe_instance->reflection_atlas_index = -1;
			reflection_probe_instance->atlas = RID();
			reflection_probe_instance->render_step = -1;
		}
	}

	if (reflection_atlas->size) {
		bool use_float = true;

		GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2;
		GLenum format = GL_RGBA;
		GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV;

		// Create a texture for storing the color
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glGenTextures(1, &reflection_atlas->color);
		glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);

		int mmsize = reflection_atlas->size;
		glTexStorage2DCustom(GL_TEXTURE_2D, 6, internal_format, mmsize, mmsize, format, type);

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5);

		for (int i = 0; i < 6; i++) {
			glGenFramebuffers(1, &reflection_atlas->fbo[i]);
			glBindFramebuffer(GL_FRAMEBUFFER, reflection_atlas->fbo[i]);
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, reflection_atlas->color, i);

			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
			ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);

			glDisable(GL_SCISSOR_TEST);
			glViewport(0, 0, mmsize, mmsize);
			glClearColor(0, 0, 0, 0);
			glClear(GL_COLOR_BUFFER_BIT); //it needs to be cleared, to avoid generating garbage

			mmsize >>= 1;
		}
	}
}

void RasterizerSceneGLES3::reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) {
	ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas);
	ERR_FAIL_COND(!reflection_atlas);

	int subdiv = next_power_of_2(p_subdiv);
	if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
		subdiv <<= 1;
	}

	subdiv = int(Math::sqrt((float)subdiv));

	if (reflection_atlas->subdiv == subdiv) {
		return;
	}

	if (subdiv) {
		for (int i = 0; i < reflection_atlas->reflections.size(); i++) {
			//erase probes reference to this
			if (reflection_atlas->reflections[i].owner.is_valid()) {
				ReflectionProbeInstance *reflection_probe_instance = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[i].owner);
				reflection_atlas->reflections.write[i].owner = RID();

				ERR_CONTINUE(!reflection_probe_instance);
				reflection_probe_instance->reflection_atlas_index = -1;
				reflection_probe_instance->atlas = RID();
				reflection_probe_instance->render_step = -1;
			}
		}
	}

	reflection_atlas->subdiv = subdiv;

	reflection_atlas->reflections.resize(subdiv * subdiv);
}

////////////////////////////////////////////////////

RID RasterizerSceneGLES3::reflection_probe_instance_create(RID p_probe) {
	RasterizerStorageGLES3::ReflectionProbe *probe = storage->reflection_probe_owner.getornull(p_probe);
	ERR_FAIL_COND_V(!probe, RID());

	ReflectionProbeInstance *rpi = memnew(ReflectionProbeInstance);

	rpi->probe_ptr = probe;
	rpi->self = reflection_probe_instance_owner.make_rid(rpi);
	rpi->probe = p_probe;
	rpi->reflection_atlas_index = -1;
	rpi->render_step = -1;
	rpi->last_pass = 0;

	return rpi->self;
}

void RasterizerSceneGLES3::reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {
	ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
	ERR_FAIL_COND(!rpi);
	rpi->transform = p_transform;
}

void RasterizerSceneGLES3::reflection_probe_release_atlas_index(RID p_instance) {
	ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
	ERR_FAIL_COND(!rpi);
	if (rpi->reflection_atlas_index == -1) {
		return;
	}

	ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(rpi->atlas);
	ERR_FAIL_COND(!reflection_atlas);

	ERR_FAIL_INDEX(rpi->reflection_atlas_index, reflection_atlas->reflections.size());

	ERR_FAIL_COND(reflection_atlas->reflections[rpi->reflection_atlas_index].owner != rpi->self);

	reflection_atlas->reflections.write[rpi->reflection_atlas_index].owner = RID();

	rpi->reflection_atlas_index = -1;
	rpi->atlas = RID();
	rpi->render_step = -1;
}

bool RasterizerSceneGLES3::reflection_probe_instance_needs_redraw(RID p_instance) {
	ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
	ERR_FAIL_COND_V(!rpi, false);

	return rpi->reflection_atlas_index == -1 || rpi->probe_ptr->update_mode == VS::REFLECTION_PROBE_UPDATE_ALWAYS;
}

bool RasterizerSceneGLES3::reflection_probe_instance_has_reflection(RID p_instance) {
	ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
	ERR_FAIL_COND_V(!rpi, false);

	return rpi->reflection_atlas_index != -1;
}

bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
	ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
	ERR_FAIL_COND_V(!rpi, false);

	rpi->render_step = 0;

	if (rpi->reflection_atlas_index != -1) {
		return true; //got one already
	}

	ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
	ERR_FAIL_COND_V(!reflection_atlas, false);

	if (reflection_atlas->size == 0 || reflection_atlas->subdiv == 0) {
		return false;
	}

	int best_free = -1;
	int best_used = -1;
	uint64_t best_used_frame = 0;

	for (int i = 0; i < reflection_atlas->reflections.size(); i++) {
		if (reflection_atlas->reflections[i].owner == RID()) {
			best_free = i;
			break;
		}

		if (rpi->render_step < 0 && reflection_atlas->reflections[i].last_frame < storage->frame.count &&
				(best_used == -1 || reflection_atlas->reflections[i].last_frame < best_used_frame)) {
			best_used = i;
			best_used_frame = reflection_atlas->reflections[i].last_frame;
		}
	}

	if (best_free == -1 && best_used == -1) {
		return false; // sorry, can not do. Try again next frame.
	}

	if (best_free == -1) {
		//find best from what is used
		best_free = best_used;

		ReflectionProbeInstance *victim_rpi = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[best_free].owner);
		ERR_FAIL_COND_V(!victim_rpi, false);
		victim_rpi->atlas = RID();
		victim_rpi->reflection_atlas_index = -1;
	}

	reflection_atlas->reflections.write[best_free].owner = p_instance;
	reflection_atlas->reflections.write[best_free].last_frame = storage->frame.count;

	rpi->reflection_atlas_index = best_free;
	rpi->atlas = p_reflection_atlas;
	rpi->render_step = 0;

	return true;
}

bool RasterizerSceneGLES3::reflection_probe_instance_postprocess_step(RID p_instance) {
	ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
	ERR_FAIL_COND_V(!rpi, true);

	ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(rpi->atlas);
	ERR_FAIL_COND_V(!reflection_atlas, false);

	ERR_FAIL_COND_V(rpi->render_step >= 6, true);

	glBindFramebuffer(GL_FRAMEBUFFER, reflection_atlas->fbo[rpi->render_step]);
	state.cube_to_dp_shader.bind();

	int target_size = reflection_atlas->size / reflection_atlas->subdiv;

	int cubemap_index = reflection_cubemaps.size() - 1;

	for (int i = reflection_cubemaps.size() - 1; i >= 0; i--) {
		//find appropriate cubemap to render to
		if (reflection_cubemaps[i].size > target_size * 2) {
			break;
		}

		cubemap_index = i;
	}

	glDisable(GL_BLEND);
	WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_CUBE_MAP, reflection_cubemaps[cubemap_index].cubemap);
	glDisable(GL_CULL_FACE);

	storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
	storage->shaders.cubemap_filter.bind();

	int cell_size = reflection_atlas->size / reflection_atlas->subdiv;
	for (int i = 0; i < rpi->render_step; i++) {
		cell_size >>= 1; //mipmaps!
	}
	int x = (rpi->reflection_atlas_index % reflection_atlas->subdiv) * cell_size;
	int y = (rpi->reflection_atlas_index / reflection_atlas->subdiv) * cell_size;
	int width = cell_size;
	int height = cell_size;

	storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, rpi->render_step == 0);
	storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, rpi->probe_ptr->update_mode == VS::REFLECTION_PROBE_UPDATE_ALWAYS);
	for (int i = 0; i < 2; i++) {
		storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i == 0);
		storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, rpi->render_step / 5.0);

		uint32_t local_width = width, local_height = height;
		uint32_t local_x = x, local_y = y;

		local_height /= 2;
		local_y += i * local_height;

		glViewport(local_x, local_y, local_width, local_height);

		_copy_screen();
	}
	storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false);
	storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, false);

	rpi->render_step++;

	return rpi->render_step == 6;
}

/* ENVIRONMENT API */

RID RasterizerSceneGLES3::environment_create() {
	Environment *env = memnew(Environment);

	return environment_owner.make_rid(env);
}

void RasterizerSceneGLES3::environment_set_background(RID p_env, VS::EnvironmentBG p_bg) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);
	env->bg_mode = p_bg;
}

void RasterizerSceneGLES3::environment_set_sky(RID p_env, RID p_sky) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->sky = p_sky;
}

void RasterizerSceneGLES3::environment_set_sky_custom_fov(RID p_env, float p_scale) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->sky_custom_fov = p_scale;
}

void RasterizerSceneGLES3::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->sky_orientation = p_orientation;
}

void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->bg_color = p_color;
}
void RasterizerSceneGLES3::environment_set_bg_energy(RID p_env, float p_energy) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->bg_energy = p_energy;
}

void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->canvas_max_layer = p_max_layer;
}
void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy, float p_sky_contribution) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->ambient_color = p_color;
	env->ambient_energy = p_energy;
	env->ambient_sky_contribution = p_sky_contribution;
}
void RasterizerSceneGLES3::environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->camera_feed_id = p_camera_feed_id;
}

void RasterizerSceneGLES3::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->dof_blur_far_enabled = p_enable;
	env->dof_blur_far_distance = p_distance;
	env->dof_blur_far_transition = p_transition;
	env->dof_blur_far_amount = p_amount;
	env->dof_blur_far_quality = p_quality;
}

void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->dof_blur_near_enabled = p_enable;
	env->dof_blur_near_distance = p_distance;
	env->dof_blur_near_transition = p_transition;
	env->dof_blur_near_amount = p_amount;
	env->dof_blur_near_quality = p_quality;
}

void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->glow_enabled = p_enable;
	env->glow_levels = p_level_flags;
	env->glow_intensity = p_intensity;
	env->glow_strength = p_strength;
	env->glow_bloom = p_bloom_threshold;
	env->glow_blend_mode = p_blend_mode;
	env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
	env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
	env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
	env->glow_bicubic_upscale = p_bicubic_upscale;
	env->glow_high_quality = p_high_quality;
}
void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {
}

void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->ssr_enabled = p_enable;
	env->ssr_max_steps = p_max_steps;
	env->ssr_fade_in = p_fade_in;
	env->ssr_fade_out = p_fade_out;
	env->ssr_depth_tolerance = p_depth_tolerance;
	env->ssr_roughness = p_roughness;
}

void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VisualServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->ssao_enabled = p_enable;
	env->ssao_radius = p_radius;
	env->ssao_intensity = p_intensity;
	env->ssao_radius2 = p_radius2;
	env->ssao_intensity2 = p_intensity2;
	env->ssao_bias = p_bias;
	env->ssao_light_affect = p_light_affect;
	env->ssao_ao_channel_affect = p_ao_channel_affect;
	env->ssao_color = p_color;
	env->ssao_filter = p_blur;
	env->ssao_quality = p_quality;
	env->ssao_bilateral_sharpness = p_bilateral_sharpness;
}

void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->tone_mapper = p_tone_mapper;
	env->tone_mapper_exposure = p_exposure;
	env->tone_mapper_exposure_white = p_white;
	env->auto_exposure = p_auto_exposure;
	env->auto_exposure_speed = p_auto_exp_speed;
	env->auto_exposure_min = p_min_luminance;
	env->auto_exposure_max = p_max_luminance;
	env->auto_exposure_grey = p_auto_exp_scale;
}

void RasterizerSceneGLES3::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->adjustments_enabled = p_enable;
	env->adjustments_brightness = p_brightness;
	env->adjustments_contrast = p_contrast;
	env->adjustments_saturation = p_saturation;
	env->color_correction = p_ramp;
}

void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->fog_enabled = p_enable;
	env->fog_color = p_color;
	env->fog_sun_color = p_sun_color;
	env->fog_sun_amount = p_sun_amount;
}

void RasterizerSceneGLES3::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->fog_depth_enabled = p_enable;
	env->fog_depth_begin = p_depth_begin;
	env->fog_depth_end = p_depth_end;
	env->fog_depth_curve = p_depth_curve;
	env->fog_transmit_enabled = p_transmit;
	env->fog_transmit_curve = p_transmit_curve;
}

void RasterizerSceneGLES3::environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {
	Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND(!env);

	env->fog_height_enabled = p_enable;
	env->fog_height_min = p_min_height;
	env->fog_height_max = p_max_height;
	env->fog_height_curve = p_height_curve;
}

bool RasterizerSceneGLES3::is_environment(RID p_env) {
	return environment_owner.owns(p_env);
}

VS::EnvironmentBG RasterizerSceneGLES3::environment_get_background(RID p_env) {
	const Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND_V(!env, VS::ENV_BG_MAX);

	return env->bg_mode;
}

int RasterizerSceneGLES3::environment_get_canvas_max_layer(RID p_env) {
	const Environment *env = environment_owner.getornull(p_env);
	ERR_FAIL_COND_V(!env, -1);

	return env->canvas_max_layer;
}

RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
	LightInstance *light_instance = memnew(LightInstance);

	light_instance->last_pass = 0;
	light_instance->last_scene_pass = 0;
	light_instance->last_scene_shadow_pass = 0;

	light_instance->light = p_light;
	light_instance->light_ptr = storage->light_owner.getornull(p_light);

	if (!light_instance->light_ptr) {
		memdelete(light_instance);
		ERR_FAIL_V_MSG(RID(), "Condition ' !light_instance->light_ptr ' is true.");
	}

	light_instance->self = light_instance_owner.make_rid(light_instance);

	return light_instance->self;
}

void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {
	LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
	ERR_FAIL_COND(!light_instance);

	light_instance->transform = p_transform;
}

void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale) {
	LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
	ERR_FAIL_COND(!light_instance);

	if (light_instance->light_ptr->type != VS::LIGHT_DIRECTIONAL) {
		p_pass = 0;
	}

	ERR_FAIL_INDEX(p_pass, 4);

	light_instance->shadow_transform[p_pass].camera = p_projection;
	light_instance->shadow_transform[p_pass].transform = p_transform;
	light_instance->shadow_transform[p_pass].farplane = p_far;
	light_instance->shadow_transform[p_pass].split = p_split;
	light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
}

void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) {
	LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
	ERR_FAIL_COND(!light_instance);

	light_instance->last_scene_pass = scene_pass;
}

//////////////////////

RID RasterizerSceneGLES3::gi_probe_instance_create() {
	GIProbeInstance *gipi = memnew(GIProbeInstance);

	return gi_probe_instance_owner.make_rid(gipi);
}

void RasterizerSceneGLES3::gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) {
	GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe);
	ERR_FAIL_COND(!gipi);
	gipi->data = p_data;
	gipi->probe = storage->gi_probe_owner.getornull(p_base);
	if (p_data.is_valid()) {
		RasterizerStorageGLES3::GIProbeData *gipd = storage->gi_probe_data_owner.getornull(p_data);
		ERR_FAIL_COND(!gipd);

		gipi->tex_cache = gipd->tex_id;
		gipi->cell_size_cache.x = 1.0 / gipd->width;
		gipi->cell_size_cache.y = 1.0 / gipd->height;
		gipi->cell_size_cache.z = 1.0 / gipd->depth;
	}
}
void RasterizerSceneGLES3::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {
	GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe);
	ERR_FAIL_COND(!gipi);
	gipi->transform_to_data = p_xform;
}

void RasterizerSceneGLES3::gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) {
	GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe);
	ERR_FAIL_COND(!gipi);
	gipi->bounds = p_bounds;
}

////////////////////////////
////////////////////////////
////////////////////////////

bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_alpha_pass) {
	/* this is handled outside
	if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) {
		glDisable(GL_CULL_FACE);
	} else {
		glEnable(GL_CULL_FACE);
	} */

	if (state.current_line_width != p_material->line_width) {
		//glLineWidth(MAX(p_material->line_width,1.0));
		state.current_line_width = p_material->line_width;
	}

	if (state.current_depth_test != (!p_material->shader->spatial.no_depth_test)) {
		if (p_material->shader->spatial.no_depth_test) {
			glDisable(GL_DEPTH_TEST);

		} else {
			glEnable(GL_DEPTH_TEST);
		}

		state.current_depth_test = !p_material->shader->spatial.no_depth_test;
	}

	if (state.current_depth_draw != p_material->shader->spatial.depth_draw_mode) {
		switch (p_material->shader->spatial.depth_draw_mode) {
			case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: {
				glDepthMask(p_depth_pass);
				// If some transparent objects write to depth, we need to re-copy depth texture when we need it
				if (p_alpha_pass && !state.used_depth_prepass) {
					state.prepared_depth_texture = false;
				}
			} break;
			case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE: {
				glDepthMask(!p_alpha_pass);
			} break;
			case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS: {
				glDepthMask(GL_TRUE);
				// If some transparent objects write to depth, we need to re-copy depth texture when we need it
				if (p_alpha_pass) {
					state.prepared_depth_texture = false;
				}
			} break;
			case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER: {
				glDepthMask(GL_FALSE);
			} break;
		}

		state.current_depth_draw = p_material->shader->spatial.depth_draw_mode;
	}

	//material parameters

	state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
	bool rebind = state.scene_shader.bind();
	if (!ShaderGLES3::get_active()) {
		return false;
	}

	if (p_material->ubo_id) {
		glBindBufferBase(GL_UNIFORM_BUFFER, 1, p_material->ubo_id);
	}

	int tc = p_material->textures.size();
	RID *textures = p_material->textures.ptrw();
	ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptrw();
	const ShaderLanguage::DataType *texture_types = p_material->shader->texture_types.ptr();

	state.current_main_tex = 0;

	for (int i = 0; i < tc; i++) {
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + i);

		GLenum target = GL_TEXTURE_2D;
		GLuint tex = 0;

		RasterizerStorageGLES3::Texture *t = storage->texture_owner.getptr(textures[i]);

		if (t) {
			if (t->redraw_if_visible) { //must check before proxy because this is often used with proxies
				VisualServerRaster::redraw_request(false);
			}

			t = t->get_ptr(); //resolve for proxies

#ifdef TOOLS_ENABLED
			if (t->detect_3d) {
				t->detect_3d(t->detect_3d_ud);
			}
#endif

#ifdef TOOLS_ENABLED
			if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
				t->detect_normal(t->detect_normal_ud);
			}
#endif
			if (t->render_target) {
				t->render_target->used_in_frame = true;
			}

			target = t->target;
			tex = t->tex_id;
		} else {
			switch (texture_types[i]) {
				case ShaderLanguage::TYPE_ISAMPLER2D:
				case ShaderLanguage::TYPE_USAMPLER2D:
				case ShaderLanguage::TYPE_SAMPLER2D: {
					target = GL_TEXTURE_2D;

					switch (texture_hints[i]) {
						case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
						case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
							tex = storage->resources.black_tex;
						} break;
						case ShaderLanguage::ShaderNode::Uniform::HINT_TRANSPARENT: {
							tex = storage->resources.transparent_tex;
						} break;
						case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
							tex = storage->resources.aniso_tex;
						} break;
						case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
							tex = storage->resources.normal_tex;

						} break;
						default: {
							tex = storage->resources.white_tex;
						} break;
					}

				} break;

				case ShaderLanguage::TYPE_SAMPLERCUBE: {
					// TODO
				} break;

				case ShaderLanguage::TYPE_ISAMPLER3D:
				case ShaderLanguage::TYPE_USAMPLER3D:
				case ShaderLanguage::TYPE_SAMPLER3D: {
					target = GL_TEXTURE_3D;
					tex = storage->resources.white_tex_3d;

					//switch (texture_hints[i]) {
					// TODO
					//}

				} break;

				case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
				case ShaderLanguage::TYPE_USAMPLER2DARRAY:
				case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
					target = GL_TEXTURE_2D_ARRAY;
					tex = storage->resources.white_tex_array;

					//switch (texture_hints[i]) {
					// TODO
					//}

				} break;

				default: {
				}
			}
		}

		glBindTexture(target, tex);

		if (t && storage->config.srgb_decode_supported) {
			//if SRGB decode extension is present, simply switch the texture to whatever is needed
			bool must_srgb = false;

			if (t->srgb && (texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO)) {
				must_srgb = true;
			}

			if (t->using_srgb != must_srgb) {
				if (must_srgb) {
					glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
#ifdef TOOLS_ENABLED
					if (t->detect_srgb) {
						t->detect_srgb(t->detect_srgb_ud);
					}
#endif

				} else {
					glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
				}
				t->using_srgb = must_srgb;
			}
		}

		if (i == 0) {
			state.current_main_tex = tex;
		}
	}

	return rebind;
}

struct RasterizerGLES3Particle {
	float color[4];
	float velocity_active[4];
	float custom[4];
	float xform_1[4];
	float xform_2[4];
	float xform_3[4];
};

struct RasterizerGLES3ParticleSort {
	Vector3 z_dir;
	bool operator()(const RasterizerGLES3Particle &p_a, const RasterizerGLES3Particle &p_b) const {
		return z_dir.dot(Vector3(p_a.xform_1[3], p_a.xform_2[3], p_a.xform_3[3])) < z_dir.dot(Vector3(p_b.xform_1[3], p_b.xform_2[3], p_b.xform_3[3]));
	}
};

void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transform &p_view_transform) {
	switch (e->instance->base_type) {
		case VS::INSTANCE_MESH: {
			RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry);

			if (s->blend_shapes.size() && e->instance->blend_values.size()) {
				//blend shapes, use transform feedback
				storage->mesh_render_blend_shapes(s, e->instance->blend_values.read().ptr());
				//rebind shader
				state.scene_shader.bind();
#ifdef DEBUG_ENABLED
			} else if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
				glBindVertexArray(s->array_wireframe_id); // everything is so easy nowadays
#endif
			} else {
				glBindVertexArray(s->array_id); // everything is so easy nowadays
			}

		} break;

		case VS::INSTANCE_MULTIMESH: {
			RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh *>(e->owner);
			RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry);
#ifdef DEBUG_ENABLED
			if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->instancing_array_wireframe_id) {
				glBindVertexArray(s->instancing_array_wireframe_id); // use the instancing array ID
			} else
#endif
			{
				glBindVertexArray(s->instancing_array_id); // use the instancing array ID
			}

			glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer

			int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
			glEnableVertexAttribArray(8);
			glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, nullptr);
			glVertexAttribDivisor(8, 1);
			glEnableVertexAttribArray(9);
			glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4));
			glVertexAttribDivisor(9, 1);

			int color_ofs;

			if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
				glEnableVertexAttribArray(10);
				glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4));
				glVertexAttribDivisor(10, 1);
				color_ofs = 12 * 4;
			} else {
				glDisableVertexAttribArray(10);
				glVertexAttrib4f(10, 0, 0, 1, 0);
				color_ofs = 8 * 4;
			}

			int custom_data_ofs = color_ofs;

			switch (multi_mesh->color_format) {
				case VS::MULTIMESH_COLOR_MAX:
				case VS::MULTIMESH_COLOR_NONE: {
					glDisableVertexAttribArray(11);
					glVertexAttrib4f(11, 1, 1, 1, 1);
				} break;
				case VS::MULTIMESH_COLOR_8BIT: {
					glEnableVertexAttribArray(11);
					glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
					glVertexAttribDivisor(11, 1);
					custom_data_ofs += 4;

				} break;
				case VS::MULTIMESH_COLOR_FLOAT: {
					glEnableVertexAttribArray(11);
					glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
					glVertexAttribDivisor(11, 1);
					custom_data_ofs += 4 * 4;
				} break;
			}

			switch (multi_mesh->custom_data_format) {
				case VS::MULTIMESH_CUSTOM_DATA_MAX:
				case VS::MULTIMESH_CUSTOM_DATA_NONE: {
					glDisableVertexAttribArray(12);
					glVertexAttrib4f(12, 1, 1, 1, 1);
				} break;
				case VS::MULTIMESH_CUSTOM_DATA_8BIT: {
					glEnableVertexAttribArray(12);
					glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
					glVertexAttribDivisor(12, 1);

				} break;
				case VS::MULTIMESH_CUSTOM_DATA_FLOAT: {
					glEnableVertexAttribArray(12);
					glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
					glVertexAttribDivisor(12, 1);
				} break;
			}

		} break;
		case VS::INSTANCE_PARTICLES: {
			RasterizerStorageGLES3::Particles *particles = static_cast<RasterizerStorageGLES3::Particles *>(e->owner);
			RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry);

			if (particles->draw_order == VS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->particle_valid_histories[1]) {
				glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[1]); //modify the buffer, this was used 2 frames ago so it should be good enough for flushing
				RasterizerGLES3Particle *particle_array;
#ifndef __EMSCRIPTEN__
				particle_array = static_cast<RasterizerGLES3Particle *>(glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 24 * sizeof(float), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
#else
				PoolVector<RasterizerGLES3Particle> particle_vector;
				particle_vector.resize(particles->amount);
				PoolVector<RasterizerGLES3Particle>::Write particle_writer = particle_vector.write();
				particle_array = particle_writer.ptr();
				glGetBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(RasterizerGLES3Particle), particle_array);
#endif

				SortArray<RasterizerGLES3Particle, RasterizerGLES3ParticleSort> sorter;

				if (particles->use_local_coords) {
					sorter.compare.z_dir = e->instance->transform.affine_inverse().xform(p_view_transform.basis.get_axis(2)).normalized();
				} else {
					sorter.compare.z_dir = p_view_transform.basis.get_axis(2).normalized();
				}

				sorter.sort(particle_array, particles->amount);

#ifndef __EMSCRIPTEN__
				glUnmapBuffer(GL_ARRAY_BUFFER);
#else
				particle_writer.release();
				particle_array = NULL;
				{
					PoolVector<RasterizerGLES3Particle>::Read r = particle_vector.read();
					glBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(RasterizerGLES3Particle), r.ptr());
				}
				particle_vector = PoolVector<RasterizerGLES3Particle>();
#endif
#ifdef DEBUG_ENABLED
				if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->instancing_array_wireframe_id) {
					glBindVertexArray(s->instancing_array_wireframe_id); // use the wireframe instancing array ID
				} else
#endif
				{

					glBindVertexArray(s->instancing_array_id); // use the instancing array ID
				}
				glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[1]); //modify the buffer

			} else {
#ifdef DEBUG_ENABLED
				if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->instancing_array_wireframe_id) {
					glBindVertexArray(s->instancing_array_wireframe_id); // use the wireframe instancing array ID
				} else
#endif
				{
					glBindVertexArray(s->instancing_array_id); // use the instancing array ID
				}
				glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //modify the buffer
			}

			int stride = sizeof(float) * 4 * 6;

			//transform

			if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {
				glEnableVertexAttribArray(8); //xform x
				glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
				glVertexAttribDivisor(8, 1);
				glEnableVertexAttribArray(9); //xform y
				glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
				glVertexAttribDivisor(9, 1);
				glEnableVertexAttribArray(10); //xform z
				glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
				glVertexAttribDivisor(10, 1);
				glEnableVertexAttribArray(11); //color
				glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, nullptr);
				glVertexAttribDivisor(11, 1);
				glEnableVertexAttribArray(12); //custom
				glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
				glVertexAttribDivisor(12, 1);
			}

		} break;
		default: {
		}
	}
}

const GLenum RasterizerSceneGLES3::gl_primitive[] = {
	GL_POINTS,
	GL_LINES,
	GL_LINE_STRIP,
	GL_LINE_LOOP,
	GL_TRIANGLES,
	GL_TRIANGLE_STRIP,
	GL_TRIANGLE_FAN
};

void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
	switch (e->instance->base_type) {
		case VS::INSTANCE_MESH: {
			RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry);

#ifdef DEBUG_ENABLED

			if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
				glDrawElements(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, nullptr);
				storage->info.render.vertices_count += s->index_array_len;
			} else
#endif
					if (s->index_array_len > 0) {

				glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, nullptr);

				storage->info.render.vertices_count += s->index_array_len;

			} else {
				glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);

				storage->info.render.vertices_count += s->array_len;
			}

		} break;
		case VS::INSTANCE_MULTIMESH: {
			RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh *>(e->owner);
			RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry);

			int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);

			if (amount == -1) {
				amount = multi_mesh->size;
			}

			if (!amount) {
				return;
			}
#ifdef DEBUG_ENABLED

			if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
				glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, nullptr, amount);
				storage->info.render.vertices_count += s->index_array_len * amount;
			} else
#endif
					if (s->index_array_len > 0) {

				glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, nullptr, amount);

				storage->info.render.vertices_count += s->index_array_len * amount;

			} else {
				glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);

				storage->info.render.vertices_count += s->array_len * amount;
			}

		} break;
		case VS::INSTANCE_IMMEDIATE: {
			bool restore_tex = false;
			const RasterizerStorageGLES3::Immediate *im = static_cast<const RasterizerStorageGLES3::Immediate *>(e->geometry);

			if (im->building) {
				return;
			}

			glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer);
			glBindVertexArray(state.immediate_array);

			for (const List<RasterizerStorageGLES3::Immediate::Chunk>::Element *E = im->chunks.front(); E; E = E->next()) {
				const RasterizerStorageGLES3::Immediate::Chunk &c = E->get();
				if (c.vertices.empty()) {
					continue;
				}

				int vertices = c.vertices.size();
				uint32_t buf_ofs = 0;

				storage->info.render.vertices_count += vertices;

				if (c.texture.is_valid() && storage->texture_owner.owns(c.texture)) {
					RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(c.texture);

					if (t->redraw_if_visible) {
						VisualServerRaster::redraw_request(false);
					}
					t = t->get_ptr(); //resolve for proxies

#ifdef TOOLS_ENABLED
					if (t->detect_3d) {
						t->detect_3d(t->detect_3d_ud);
					}
#endif

					if (t->render_target) {
						t->render_target->used_in_frame = true;
					}

					WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
					glBindTexture(t->target, t->tex_id);
					restore_tex = true;

				} else if (restore_tex) {
					WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
					glBindTexture(GL_TEXTURE_2D, state.current_main_tex);
					restore_tex = false;
				}

				if (!c.normals.empty()) {
					glEnableVertexAttribArray(VS::ARRAY_NORMAL);
					glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.normals.ptr());
					glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs));
					buf_ofs += sizeof(Vector3) * vertices;

				} else {
					glDisableVertexAttribArray(VS::ARRAY_NORMAL);
				}

				if (!c.tangents.empty()) {
					glEnableVertexAttribArray(VS::ARRAY_TANGENT);
					glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Plane) * vertices, c.tangents.ptr());
					glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false, sizeof(Plane), CAST_INT_TO_UCHAR_PTR(buf_ofs));
					buf_ofs += sizeof(Plane) * vertices;

				} else {
					glDisableVertexAttribArray(VS::ARRAY_TANGENT);
				}

				if (!c.colors.empty()) {
					glEnableVertexAttribArray(VS::ARRAY_COLOR);
					glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Color) * vertices, c.colors.ptr());
					glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buf_ofs));
					buf_ofs += sizeof(Color) * vertices;

				} else {
					glDisableVertexAttribArray(VS::ARRAY_COLOR);
					glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
				}

				if (!c.uvs.empty()) {
					glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
					glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uvs.ptr());
					glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs));
					buf_ofs += sizeof(Vector2) * vertices;

				} else {
					glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
				}

				if (!c.uvs2.empty()) {
					glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
					glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uvs2.ptr());
					glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs));
					buf_ofs += sizeof(Vector2) * vertices;

				} else {
					glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
				}

				glEnableVertexAttribArray(VS::ARRAY_VERTEX);
				glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.vertices.ptr());
				glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs));
				glDrawArrays(gl_primitive[c.primitive], 0, c.vertices.size());
			}

			if (restore_tex) {
				WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D, state.current_main_tex);
				restore_tex = false;
			}
		} break;
		case VS::INSTANCE_PARTICLES: {
			RasterizerStorageGLES3::Particles *particles = static_cast<RasterizerStorageGLES3::Particles *>(e->owner);
			RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry);

			if (!particles->use_local_coords) { //not using local coordinates? then clear transform..
				state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, Transform());
			}

			int amount = particles->amount;

			if (particles->draw_order == VS::PARTICLES_DRAW_ORDER_LIFETIME) {
				//split

				int stride = sizeof(float) * 4 * 6;
				int split = int(Math::ceil(particles->phase * particles->amount));

				if (amount - split > 0) {
					glEnableVertexAttribArray(8); //xform x
					glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3));
					glVertexAttribDivisor(8, 1);
					glEnableVertexAttribArray(9); //xform y
					glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4));
					glVertexAttribDivisor(9, 1);
					glEnableVertexAttribArray(10); //xform z
					glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5));
					glVertexAttribDivisor(10, 1);
					glEnableVertexAttribArray(11); //color
					glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0));
					glVertexAttribDivisor(11, 1);
					glEnableVertexAttribArray(12); //custom
					glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2));
					glVertexAttribDivisor(12, 1);
#ifdef DEBUG_ENABLED

					if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
						glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, nullptr, amount - split);
						storage->info.render.vertices_count += s->index_array_len * (amount - split);
					} else
#endif
							if (s->index_array_len > 0) {

						glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, nullptr, amount - split);

						storage->info.render.vertices_count += s->index_array_len * (amount - split);

					} else {
						glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount - split);

						storage->info.render.vertices_count += s->array_len * (amount - split);
					}
				}

				if (split > 0) {
					glEnableVertexAttribArray(8); //xform x
					glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
					glVertexAttribDivisor(8, 1);
					glEnableVertexAttribArray(9); //xform y
					glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
					glVertexAttribDivisor(9, 1);
					glEnableVertexAttribArray(10); //xform z
					glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
					glVertexAttribDivisor(10, 1);
					glEnableVertexAttribArray(11); //color
					glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, nullptr);
					glVertexAttribDivisor(11, 1);
					glEnableVertexAttribArray(12); //custom
					glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
					glVertexAttribDivisor(12, 1);
#ifdef DEBUG_ENABLED

					if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
						glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, nullptr, split);
						storage->info.render.vertices_count += s->index_array_len * split;
					} else
#endif
							if (s->index_array_len > 0) {

						glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, nullptr, split);

						storage->info.render.vertices_count += s->index_array_len * split;

					} else {
						glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, split);

						storage->info.render.vertices_count += s->array_len * split;
					}
				}

			} else {
#ifdef DEBUG_ENABLED

				if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
					glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, nullptr, amount);
					storage->info.render.vertices_count += s->index_array_len * amount;
				} else
#endif

						if (s->index_array_len > 0) {

					glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, nullptr, amount);

					storage->info.render.vertices_count += s->index_array_len * amount;

				} else {
					glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);

					storage->info.render.vertices_count += s->array_len * amount;
				}
			}

		} break;
		default: {
		}
	}
}

void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform &p_view_transform) {
	int maxobj = state.max_forward_lights_per_object;
	int *omni_indices = (int *)alloca(maxobj * sizeof(int));
	int omni_count = 0;
	int *spot_indices = (int *)alloca(maxobj * sizeof(int));
	int spot_count = 0;
	int reflection_indices[16];
	int reflection_count = 0;

	int lc = e->instance->light_instances.size();
	if (lc) {
		const RID *lights = e->instance->light_instances.ptr();

		for (int i = 0; i < lc; i++) {
			LightInstance *li = light_instance_owner.getornull(lights[i]);
			if (!li || li->last_pass != render_pass) {
				continue; // Not visible
			}

			if (e->instance->baked_light && li->light_ptr->bake_mode == VS::LightBakeMode::LIGHT_BAKE_ALL) {
				continue; // This light is already included in the lightmap
			}

			if (li && li->light_ptr->type == VS::LIGHT_OMNI) {
				if (omni_count < maxobj && e->instance->layer_mask & li->light_ptr->cull_mask) {
					omni_indices[omni_count++] = li->light_index;
				}
			}

			if (li && li->light_ptr->type == VS::LIGHT_SPOT) {
				if (spot_count < maxobj && e->instance->layer_mask & li->light_ptr->cull_mask) {
					spot_indices[spot_count++] = li->light_index;
				}
			}
		}
	}

	state.scene_shader.set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, omni_count);

	if (omni_count) {
		glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES), omni_count, omni_indices);
	}

	state.scene_shader.set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, spot_count);
	if (spot_count) {
		glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES), spot_count, spot_indices);
	}

	int rc = e->instance->reflection_probe_instances.size();

	if (rc) {
		const RID *reflections = e->instance->reflection_probe_instances.ptr();

		for (int i = 0; i < rc; i++) {
			ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getptr(reflections[i]);
			if (rpi->last_pass != render_pass) { //not visible
				continue;
			}

			if (reflection_count < maxobj) {
				reflection_indices[reflection_count++] = rpi->reflection_index;
			}
		}
	}

	state.scene_shader.set_uniform(SceneShaderGLES3::REFLECTION_COUNT, reflection_count);
	if (reflection_count) {
		glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::REFLECTION_INDICES), reflection_count, reflection_indices);
	}

	int gi_probe_count = e->instance->gi_probe_instances.size();
	if (gi_probe_count) {
		const RID *ridp = e->instance->gi_probe_instances.ptr();

		GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]);

		float bias_scale = e->instance->baked_light ? 1 : 0;
		// Normally, lightmapping uses the same texturing units than the GI probes; however, in the case of the ubershader
		// that's not a good idea because some hardware/drivers (Android/Intel) may fail to render if a single texturing unit
		// is used through multiple kinds of samplers in the same shader.
		// Moreover, since we don't know at this point if we are going to consume these textures from the ubershader or
		// a conditioned one, the fact that async compilation is enabled is enough for us to switch to the alternative
		// arrangement of texturing units.
		if (storage->config.async_compilation_enabled) {
			WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 12);
		} else {
			WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 10);
		}
		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 * 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) {
			GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]);

			if (storage->config.async_compilation_enabled) {
				WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 13);
			} else {
				WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 11);
			}
			glBindTexture(GL_TEXTURE_3D, gipi2->tex_cache);
			state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM2, gipi2->transform_to_data * p_view_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 * 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 {
			state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, false);
		}
	} else if (!e->instance->lightmap_capture_data.empty()) {
		glUniform4fv(state.scene_shader.get_uniform_location(SceneShaderGLES3::LIGHTMAP_CAPTURES), 12, (const GLfloat *)e->instance->lightmap_capture_data.ptr());

	} else if (e->instance->lightmap.is_valid()) {
		RasterizerStorageGLES3::Texture *lightmap = storage->texture_owner.getornull(e->instance->lightmap);
		RasterizerStorageGLES3::LightmapCapture *capture = storage->lightmap_capture_data_owner.getornull(e->instance->lightmap_capture->base);

		if (lightmap && capture) {
			if (e->instance->lightmap_slice == -1) {
				WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 10);
				glBindTexture(GL_TEXTURE_2D, lightmap->tex_id);
			} else {
				WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 11);
				glBindTexture(GL_TEXTURE_2D_ARRAY, lightmap->tex_id);
				state.scene_shader.set_uniform(SceneShaderGLES3::LIGHTMAP_LAYER, e->instance->lightmap_slice);
			}
			const Rect2 &uvr = e->instance->lightmap_uv_rect;
			state.scene_shader.set_uniform(SceneShaderGLES3::LIGHTMAP_UV_RECT, Color(uvr.get_position().x, uvr.get_position().y, uvr.get_size().x, uvr.get_size().y));
			if (storage->config.use_lightmap_filter_bicubic) {
				state.scene_shader.set_uniform(SceneShaderGLES3::LIGHTMAP_TEXTURE_SIZE, Vector2(lightmap->width, lightmap->height));
			}
			state.scene_shader.set_uniform(SceneShaderGLES3::LIGHTMAP_ENERGY, capture->energy);
		}
	}
}

void RasterizerSceneGLES3::_set_cull(bool p_front, bool p_disabled, bool p_reverse_cull) {
	bool front = p_front;
	if (p_reverse_cull) {
		front = !front;
	}

	if (p_disabled != state.cull_disabled) {
		if (p_disabled) {
			glDisable(GL_CULL_FACE);
		} else {
			glEnable(GL_CULL_FACE);
		}

		state.cull_disabled = p_disabled;
	}

	if (front != state.cull_front) {
		glCullFace(front ? GL_FRONT : GL_BACK);
		state.cull_front = front;
	}
}

void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RasterizerStorageGLES3::Sky *p_sky, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows) {
	glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.scene_ubo); //bind globals ubo

	bool use_radiance_map = false;
	if (!p_shadow && !p_directional_add) {
		glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.env_radiance_ubo); //bind environment radiance info

		if (p_sky != nullptr) {
			if (storage->config.use_texture_array_environment) {
				WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
				glBindTexture(GL_TEXTURE_2D_ARRAY, p_sky->radiance);
			} else {
				WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
				glBindTexture(GL_TEXTURE_2D, p_sky->radiance);
			}
			WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
			glBindTexture(GL_TEXTURE_2D, p_sky->irradiance);
			state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, true);
			state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, storage->config.use_texture_array_environment);
			use_radiance_map = true;
		} else {
			state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false);
			state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, false);
		}
	} else {
		state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false);
		state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, false);
	}

	state.cull_front = false;
	state.cull_disabled = false;
	glCullFace(GL_BACK);
	glEnable(GL_CULL_FACE);

	state.current_depth_test = true;
	glEnable(GL_DEPTH_TEST);

	state.current_blend_mode = -1;
	state.current_line_width = -1;
	state.current_depth_draw = -1;

	RasterizerStorageGLES3::Material *prev_material = nullptr;
	RasterizerStorageGLES3::Geometry *prev_geometry = nullptr;
	RasterizerStorageGLES3::GeometryOwner *prev_owner = nullptr;
	VS::InstanceType prev_base_type = VS::INSTANCE_MAX;

	int current_blend_mode = -1;

	uint32_t prev_shading = 0xFFFFFFFF;
	state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); //by default unshaded (easier to set)

	RasterizerStorageGLES3::Skeleton *prev_skeleton = nullptr;
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, false);

	bool first = true;
	bool prev_use_instancing = false;
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, false);
	bool prev_octahedral_compression = false;
	state.scene_shader.set_conditional(SceneShaderGLES3::ENABLE_OCTAHEDRAL_COMPRESSION, false);

	storage->info.render.draw_call_count += p_element_count;
	bool prev_opaque_prepass = false;
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_OPAQUE_PREPASS, false);

	for (int i = 0; i < p_element_count; i++) {
		RenderList::Element *e = p_elements[i];
		RasterizerStorageGLES3::Material *material = e->material;
		RasterizerStorageGLES3::Skeleton *skeleton = nullptr;
		if (e->instance->skeleton.is_valid()) {
			skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
		}

		bool rebind = first;

		uint32_t shading = (e->sort_key >> RenderList::SORT_KEY_SHADING_SHIFT) & RenderList::SORT_KEY_SHADING_MASK;

		if (!p_shadow) {
			bool use_directional = directional_light != nullptr;
			if (p_directional_add) {
				use_directional = use_directional && !(e->instance->baked_light && directional_light->light_ptr->bake_mode == VS::LightBakeMode::LIGHT_BAKE_ALL);
				use_directional = use_directional && ((e->instance->layer_mask & directional_light->light_ptr->cull_mask) != 0);
				use_directional = use_directional && ((e->sort_key & SORT_KEY_UNSHADED_FLAG) == 0);
				if (!use_directional) {
					continue; // It's a directional-only pass and the directional light is disabled
				}
			} else {
				use_directional = use_directional && (e->sort_key & SORT_KEY_NO_DIRECTIONAL_FLAG) == 0;
			}

			if (shading != prev_shading) {
				if (e->sort_key & SORT_KEY_UNSHADED_FLAG) {
					state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM3, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP_CAPTURE, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP_LAYERED, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, false);

					//state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true);
				} else {
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, e->instance->gi_probe_instances.size() > 0);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP, e->instance->lightmap.is_valid() && e->instance->gi_probe_instances.size() == 0);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP_LAYERED, e->instance->lightmap_slice != -1);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP_CAPTURE, !e->instance->lightmap_capture_data.empty() && !e->instance->lightmap.is_valid() && e->instance->gi_probe_instances.size() == 0);

					state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, false);

					state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, !p_directional_add);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, (e->sort_key & SORT_KEY_VERTEX_LIT_FLAG));

					state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, use_directional);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM3, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false);
					state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5);
					state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, use_radiance_map);
					state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, state.used_contact_shadows);

					if (use_directional) {
						if (p_directional_shadows && directional_light->light_ptr->shadow) {
							state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, true);

							switch (directional_light->light_ptr->directional_shadow_mode) {
								case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
									break; //none
								case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
									state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, true);
									state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, directional_light->light_ptr->directional_blend_splits);
									break;
								case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS:
									state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM3, true);
									state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, directional_light->light_ptr->directional_blend_splits);
									break;
								case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
									state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, true);
									state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, directional_light->light_ptr->directional_blend_splits);
									break;
							}
						}
					}
				}

				rebind = true;
			}

			if (p_alpha_pass || p_directional_add) {
				int desired_blend_mode;
				if (p_directional_add) {
					desired_blend_mode = RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD;
				} else {
					desired_blend_mode = material->shader->spatial.blend_mode;
				}

				if (desired_blend_mode != current_blend_mode) {
					switch (desired_blend_mode) {
						case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: {
							glBlendEquation(GL_FUNC_ADD);
							if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
								glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
							} else {
								glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
							}

						} break;
						case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: {
							glBlendEquation(GL_FUNC_ADD);
							glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE);

						} break;
						case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: {
							glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
							glBlendFunc(GL_SRC_ALPHA, GL_ONE);
						} break;
						case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: {
							glBlendEquation(GL_FUNC_ADD);
							if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
								glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
							} else {
								glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
							}

						} break;
					}

					current_blend_mode = desired_blend_mode;
				}
			}
		}

		bool use_opaque_prepass = e->sort_key & RenderList::SORT_KEY_OPAQUE_PRE_PASS;

		if (use_opaque_prepass != prev_opaque_prepass) {
			state.scene_shader.set_conditional(SceneShaderGLES3::USE_OPAQUE_PREPASS, use_opaque_prepass);
			rebind = true;
		}

		bool use_instancing = e->instance->base_type == VS::INSTANCE_MULTIMESH || e->instance->base_type == VS::INSTANCE_PARTICLES;

		if (use_instancing != prev_use_instancing) {
			state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, use_instancing);
			rebind = true;
		}

		if (prev_skeleton != skeleton) {
			if ((prev_skeleton == nullptr) != (skeleton == nullptr)) {
				state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, skeleton != nullptr);
				rebind = true;
			}

			if (skeleton) {
				WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
				glBindTexture(GL_TEXTURE_2D, skeleton->texture);
			}
		}

		state.scene_shader.set_conditional(SceneShaderGLES3::USE_PHYSICAL_LIGHT_ATTENUATION, storage->config.use_physical_light_attenuation);

		bool octahedral_compression = e->instance->base_type != VS::INSTANCE_IMMEDIATE &&
				((RasterizerStorageGLES3::Surface *)e->geometry)->format & VisualServer::ArrayFormat::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION &&
				!(((RasterizerStorageGLES3::Surface *)e->geometry)->blend_shapes.size() && e->instance->blend_values.size());
		if (octahedral_compression != prev_octahedral_compression) {
			state.scene_shader.set_conditional(SceneShaderGLES3::ENABLE_OCTAHEDRAL_COMPRESSION, octahedral_compression);
			rebind = true;
		}

		if (material != prev_material || rebind) {
			storage->info.render.material_switch_count++;

			rebind = _setup_material(material, use_opaque_prepass, p_alpha_pass);

			if (rebind) {
				storage->info.render.shader_rebind_count++;
			}
		}
		if (!ShaderGLES3::get_active()) {
			continue;
		}

		if (!(e->sort_key & SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
			_setup_light(e, p_view_transform);
		}

		if (e->owner != prev_owner || prev_base_type != e->instance->base_type || prev_geometry != e->geometry) {
			_setup_geometry(e, p_view_transform);
			storage->info.render.surface_switch_count++;
		}

		_set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, e->sort_key & RenderList::SORT_KEY_CULL_DISABLED_FLAG, p_reverse_cull);

		state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform);

		_render_geometry(e);

		prev_material = material;
		prev_base_type = e->instance->base_type;
		prev_geometry = e->geometry;
		prev_owner = e->owner;
		prev_shading = shading;
		prev_skeleton = skeleton;
		prev_use_instancing = use_instancing;
		prev_octahedral_compression = octahedral_compression;
		prev_opaque_prepass = use_opaque_prepass;
		first = false;
	}

	glBindVertexArray(0);

	state.scene_shader.set_conditional(SceneShaderGLES3::ENABLE_OCTAHEDRAL_COMPRESSION, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM3, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP_LAYERED, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP_CAPTURE, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_OPAQUE_PREPASS, false);
}

void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass) {
	RasterizerStorageGLES3::Material *m = nullptr;
	RID m_src = p_instance->material_override.is_valid() ? p_instance->material_override : (p_material >= 0 ? p_instance->materials[p_material] : p_geometry->material);

	if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
		m_src = default_overdraw_material;
	}

	/*
#ifdef DEBUG_ENABLED
	if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
		m_src=overdraw_material;
	}

#endif
*/

	if (m_src.is_valid()) {
		m = storage->material_owner.getornull(m_src);

		if (!m->shader || !m->shader->valid) {
			m = nullptr;
		}
	}

	if (!m) {
		m = storage->material_owner.getptr(default_material);
	}

	ERR_FAIL_COND(!m);

	_add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_depth_pass, p_shadow_pass);

	while (m->next_pass.is_valid()) {
		m = storage->material_owner.getornull(m->next_pass);
		if (!m || !m->shader || !m->shader->valid) {
			break;
		}
		_add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_depth_pass, p_shadow_pass);
	}

	// Repeat the "nested chain" logic also for the overlay
	if (p_instance->material_overlay.is_valid()) {
		m = storage->material_owner.getornull(p_instance->material_overlay);

		if (!m || !m->shader || !m->shader->valid) {
			return;
		}

		_add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_depth_pass, p_shadow_pass);

		while (m->next_pass.is_valid()) {
			m = storage->material_owner.getornull(m->next_pass);

			if (!m || !m->shader || !m->shader->valid) {
				break;
			}

			_add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_depth_pass, p_shadow_pass);
		}
	}
}

void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_shadow_pass) {
	bool has_base_alpha = (p_material->shader->spatial.uses_alpha && !p_material->shader->spatial.uses_alpha_scissor) || p_material->shader->spatial.uses_screen_texture || p_material->shader->spatial.uses_depth_texture;
	bool has_blend_alpha = p_material->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX;
	bool has_alpha = has_base_alpha || has_blend_alpha;

	bool mirror = p_instance->mirror;
	bool no_cull = false;

	if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) {
		no_cull = true;
		mirror = false;
	} else if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) {
		mirror = !mirror;
	}

	if (p_material->shader->spatial.uses_sss) {
		state.used_sss = true;
	}

	if (p_material->shader->spatial.uses_screen_texture) {
		state.used_screen_texture = true;
	}

	if (p_material->shader->spatial.uses_depth_texture) {
		state.used_depth_texture = true;
	}

	if (p_depth_pass) {
		if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || ((has_base_alpha || p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_OFF) && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) || p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER || p_material->shader->spatial.no_depth_test) {
			return; //bye
		}
		if (!p_shadow_pass && !p_material->shader->shader->is_custom_code_ready_for_render(p_material->shader->custom_code_id)) {
			// The shader is not guaranteed to be able to render (i.e., a not yet ready async hidden one);
			// skip depth rendering because otherwise we risk masking out pixels that won't get written to at the actual render pass
			return;
		}

		if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
			//shader does not use discard and does not write a vertex position, use generic material
			if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) {
				p_material = storage->material_owner.getptr(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material_twosided : default_material_twosided);
				no_cull = true;
				mirror = false;
			} else {
				p_material = storage->material_owner.getptr(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material : default_material);
			}
		}

		has_alpha = false;
	}

	RenderList::Element *e = (has_alpha || p_material->shader->spatial.no_depth_test) ? render_list.add_alpha_element() : render_list.add_element();

	if (!e) {
		return;
	}

	e->geometry = p_geometry;
	e->material = p_material;
	e->instance = p_instance;
	e->owner = p_owner;
	e->sort_key = 0;

	if (e->geometry->last_pass != render_pass) {
		e->geometry->last_pass = render_pass;
		e->geometry->index = current_geometry_index++;
	}

	// We sort only by the first directional light. The rest of directional lights will be drawn in additive passes that are skipped if disabled.
	if (first_directional_light.is_valid() && light_instance_owner.owns(first_directional_light)) {
		RasterizerStorageGLES3::Light *directional = light_instance_owner.getptr(first_directional_light)->light_ptr;
		if ((e->instance->layer_mask & directional->cull_mask) == 0 || (e->instance->baked_light && directional->bake_mode == VS::LightBakeMode::LIGHT_BAKE_ALL)) {
			e->sort_key |= SORT_KEY_NO_DIRECTIONAL_FLAG;
		}
	}

	e->sort_key |= uint64_t(e->geometry->index) << RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT;
	e->sort_key |= uint64_t(e->instance->base_type) << RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT;

	if (e->material->last_pass != render_pass) {
		e->material->last_pass = render_pass;
		e->material->index = current_material_index++;
	}

	e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
	e->sort_key |= uint64_t(e->instance->depth_layer) << RenderList::SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT;

	if (!p_depth_pass) {
		if (e->instance->gi_probe_instances.size()) {
			e->sort_key |= SORT_KEY_GI_PROBES_FLAG;
		}

		if (e->instance->lightmap.is_valid()) {
			e->sort_key |= SORT_KEY_LIGHTMAP_FLAG;
			if (e->instance->lightmap_slice != -1) {
				e->sort_key |= SORT_KEY_LIGHTMAP_LAYERED_FLAG;
			}
		}

		if (!e->instance->lightmap_capture_data.empty()) {
			e->sort_key |= SORT_KEY_LIGHTMAP_CAPTURE_FLAG;
		}

		e->sort_key |= (uint64_t(p_material->render_priority) + 128) << RenderList::SORT_KEY_PRIORITY_SHIFT;
	}

	/*
	if (e->geometry->type==RasterizerStorageGLES3::Geometry::GEOMETRY_MULTISURFACE)
		e->sort_flags|=RenderList::SORT_FLAG_INSTANCING;
	*/

	if (mirror) {
		e->sort_key |= RenderList::SORT_KEY_MIRROR_FLAG;
	}

	if (no_cull) {
		e->sort_key |= RenderList::SORT_KEY_CULL_DISABLED_FLAG;
	}

	//e->light_type=0xFF; // no lights!

	if (p_depth_pass || p_material->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
		e->sort_key |= SORT_KEY_UNSHADED_FLAG;
	}

	if (p_depth_pass && p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
		e->sort_key |= RenderList::SORT_KEY_OPAQUE_PRE_PASS;
	}

	if (!p_depth_pass && (p_material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading)) {
		e->sort_key |= SORT_KEY_VERTEX_LIT_FLAG;
	}

	if (p_material->shader->spatial.uses_time) {
		VisualServerRaster::redraw_request(false);
	}
}

void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation) {
	ERR_FAIL_COND(!p_sky);

	RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(p_sky->panorama);

	ERR_FAIL_COND(!tex);
	WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);

	tex = tex->get_ptr(); //resolve for proxies

	glBindTexture(tex->target, tex->tex_id);

	if (storage->config.srgb_decode_supported && tex->srgb && !tex->using_srgb) {
		glTexParameteri(tex->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
		tex->using_srgb = true;
#ifdef TOOLS_ENABLED
		if (!(tex->flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
			tex->flags |= VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
			//notify that texture must be set to linear beforehand, so it works in other platforms when exported
		}
#endif
	}

	glDepthMask(GL_TRUE);
	glEnable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);
	glDisable(GL_BLEND);
	glDepthFunc(GL_LEQUAL);
	glColorMask(1, 1, 1, 1);

	// Camera
	CameraMatrix camera;

	if (p_custom_fov) {
		float near_plane = p_projection.get_z_near();
		float far_plane = p_projection.get_z_far();
		float aspect = p_projection.get_aspect();

		camera.set_perspective(p_custom_fov, aspect, near_plane, far_plane);

	} else {
		camera = p_projection;
	}

	float flip_sign = p_vflip ? -1 : 1;

	/*
		If matrix[2][0] or matrix[2][1] we're dealing with an asymmetrical projection matrix. This is the case for stereoscopic rendering (i.e. VR).
		To ensure the image rendered is perspective correct we need to move some logic into the shader. For this the USE_ASYM_PANO option is introduced.
		It also means the uv coordinates are ignored in this mode and we don't need our loop.
	*/
	bool asymmetrical = ((camera.matrix[2][0] != 0.0) || (camera.matrix[2][1] != 0.0));

	Vector3 vertices[8] = {
		Vector3(-1, -1 * flip_sign, 1),
		Vector3(0, 1, 0),
		Vector3(1, -1 * flip_sign, 1),
		Vector3(1, 1, 0),
		Vector3(1, 1 * flip_sign, 1),
		Vector3(1, 0, 0),
		Vector3(-1, 1 * flip_sign, 1),
		Vector3(0, 0, 0)
	};

	if (!asymmetrical) {
		Vector2 vp_he = camera.get_viewport_half_extents();
		float zn;
		zn = p_projection.get_z_near();

		for (int i = 0; i < 4; i++) {
			Vector3 uv = vertices[i * 2 + 1];
			uv.x = (uv.x * 2.0 - 1.0) * vp_he.x;
			uv.y = -(uv.y * 2.0 - 1.0) * vp_he.y;
			uv.z = -zn;
			vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized();
			vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z;
		}
	}

	glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts);
	glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, vertices, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind

	glBindVertexArray(state.sky_array);

	storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_ASYM_PANO, asymmetrical);
	storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, !asymmetrical);
	storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, true);
	storage->shaders.copy.bind();

	storage->shaders.copy.set_uniform(CopyShaderGLES3::MULTIPLIER, p_energy);

	// don't know why but I always have problems setting a uniform mat3, so we're using a transform
	storage->shaders.copy.set_uniform(CopyShaderGLES3::SKY_TRANSFORM, Transform(p_sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse());

	if (asymmetrical) {
		// pack the bits we need from our projection matrix
		storage->shaders.copy.set_uniform(CopyShaderGLES3::ASYM_PROJ, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1]);
		///@TODO I couldn't get mat3 + p_transform.basis to work, that would be better here.
		storage->shaders.copy.set_uniform(CopyShaderGLES3::PANO_TRANSFORM, p_transform);
	}

	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

	glBindVertexArray(0);
	glColorMask(1, 1, 1, 1);

	storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_ASYM_PANO, false);
	storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, false);
	storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, false);
}

void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, const int p_eye, bool p_no_fog) {
	Transform sky_orientation;

	//store camera into ubo
	store_camera(p_cam_projection, state.ubo_data.projection_matrix);
	store_camera(p_cam_projection.inverse(), state.ubo_data.inv_projection_matrix);
	store_transform(p_cam_transform, state.ubo_data.camera_matrix);
	store_transform(p_cam_transform.affine_inverse(), state.ubo_data.camera_inverse_matrix);

	//time global variables
	state.ubo_data.time = storage->frame.time[0];

	// eye we are rendering
	state.ubo_data.view_index = p_eye == 2 ? 1 : 0;

	state.ubo_data.z_far = p_cam_projection.get_z_far();
	//bg and ambient
	if (env) {
		state.ubo_data.bg_energy = env->bg_energy;
		state.ubo_data.ambient_energy = env->ambient_energy;
		Color linear_ambient_color = env->ambient_color.to_linear();
		state.ubo_data.ambient_light_color[0] = linear_ambient_color.r;
		state.ubo_data.ambient_light_color[1] = linear_ambient_color.g;
		state.ubo_data.ambient_light_color[2] = linear_ambient_color.b;
		state.ubo_data.ambient_light_color[3] = linear_ambient_color.a;

		Color bg_color;

		switch (env->bg_mode) {
			case VS::ENV_BG_CLEAR_COLOR: {
				bg_color = storage->frame.clear_request_color.to_linear();
			} break;
			case VS::ENV_BG_COLOR: {
				bg_color = env->bg_color.to_linear();
			} break;
			default: {
				bg_color = Color(0, 0, 0, 1);
			} break;
		}

		state.ubo_data.bg_color[0] = bg_color.r;
		state.ubo_data.bg_color[1] = bg_color.g;
		state.ubo_data.bg_color[2] = bg_color.b;
		state.ubo_data.bg_color[3] = bg_color.a;

		//use the inverse of our sky_orientation, we may need to skip this if we're using a reflection probe?
		sky_orientation = Transform(env->sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse();

		state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution;
		state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect;
		state.ubo_data.ambient_occlusion_affect_ssao = env->ssao_ao_channel_affect;

		//fog

		Color linear_fog = env->fog_color.to_linear();
		state.ubo_data.fog_color_enabled[0] = linear_fog.r;
		state.ubo_data.fog_color_enabled[1] = linear_fog.g;
		state.ubo_data.fog_color_enabled[2] = linear_fog.b;
		state.ubo_data.fog_color_enabled[3] = (!p_no_fog && env->fog_enabled) ? 1.0 : 0.0;
		state.ubo_data.fog_density = linear_fog.a;

		Color linear_sun = env->fog_sun_color.to_linear();
		state.ubo_data.fog_sun_color_amount[0] = linear_sun.r;
		state.ubo_data.fog_sun_color_amount[1] = linear_sun.g;
		state.ubo_data.fog_sun_color_amount[2] = linear_sun.b;
		state.ubo_data.fog_sun_color_amount[3] = env->fog_sun_amount;
		state.ubo_data.fog_depth_enabled = env->fog_depth_enabled;
		state.ubo_data.fog_depth_begin = env->fog_depth_begin;
		state.ubo_data.fog_depth_end = env->fog_depth_end;
		state.ubo_data.fog_depth_curve = env->fog_depth_curve;
		state.ubo_data.fog_transmit_enabled = env->fog_transmit_enabled;
		state.ubo_data.fog_transmit_curve = env->fog_transmit_curve;
		state.ubo_data.fog_height_enabled = env->fog_height_enabled;
		state.ubo_data.fog_height_min = env->fog_height_min;
		state.ubo_data.fog_height_max = env->fog_height_max;
		state.ubo_data.fog_height_curve = env->fog_height_curve;

	} else {
		state.ubo_data.bg_energy = 1.0;
		state.ubo_data.ambient_energy = 1.0;
		//use from clear color instead, since there is no ambient
		Color linear_ambient_color = storage->frame.clear_request_color.to_linear();
		state.ubo_data.ambient_light_color[0] = linear_ambient_color.r;
		state.ubo_data.ambient_light_color[1] = linear_ambient_color.g;
		state.ubo_data.ambient_light_color[2] = linear_ambient_color.b;
		state.ubo_data.ambient_light_color[3] = linear_ambient_color.a;

		state.ubo_data.bg_color[0] = linear_ambient_color.r;
		state.ubo_data.bg_color[1] = linear_ambient_color.g;
		state.ubo_data.bg_color[2] = linear_ambient_color.b;
		state.ubo_data.bg_color[3] = linear_ambient_color.a;

		state.env_radiance_data.ambient_contribution = 0;
		state.ubo_data.ambient_occlusion_affect_light = 0;

		state.ubo_data.fog_color_enabled[3] = 0.0;
	}

	{
		//directional shadow

		state.ubo_data.shadow_directional_pixel_size[0] = 1.0 / directional_shadow.size;
		state.ubo_data.shadow_directional_pixel_size[1] = 1.0 / directional_shadow.size;

		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
		glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
	}

	glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(State::SceneDataUBO), &state.ubo_data, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	//fill up environment

	store_transform(sky_orientation * p_cam_transform, state.env_radiance_data.transform);

	glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);
}

void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows) {
	LightInstance *li = directional_lights[p_index];

	LightDataUBO ubo_data; //used for filling

	float sign = li->light_ptr->negative ? -1 : 1;

	Color linear_col = li->light_ptr->color.to_linear();
	//compensate normalized diffuse range by multiplying by PI
	ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
	ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
	ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
	ubo_data.light_color_energy[3] = 0;

	//omni, keep at 0
	ubo_data.light_pos_inv_radius[0] = 0.0;
	ubo_data.light_pos_inv_radius[1] = 0.0;
	ubo_data.light_pos_inv_radius[2] = 0.0;
	ubo_data.light_pos_inv_radius[3] = 0.0;

	Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0, 0, -1))).normalized();
	ubo_data.light_direction_attenuation[0] = direction.x;
	ubo_data.light_direction_attenuation[1] = direction.y;
	ubo_data.light_direction_attenuation[2] = direction.z;
	ubo_data.light_direction_attenuation[3] = 1.0;

	ubo_data.light_params[0] = 0;
	ubo_data.light_params[1] = 0;
	ubo_data.light_params[2] = li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
	ubo_data.light_params[3] = 0;

	Color shadow_color = li->light_ptr->shadow_color.to_linear();
	ubo_data.light_shadow_color_contact[0] = shadow_color.r;
	ubo_data.light_shadow_color_contact[1] = shadow_color.g;
	ubo_data.light_shadow_color_contact[2] = shadow_color.b;
	ubo_data.light_shadow_color_contact[3] = li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE];

	if (p_use_shadows && li->light_ptr->shadow) {
		int shadow_count = 0;

		switch (li->light_ptr->directional_shadow_mode) {
			case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
				shadow_count = 1;
			} break;
			case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
				shadow_count = 2;
			} break;
			case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS: {
				shadow_count = 3;
			} break;
			case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
				shadow_count = 4;
			} break;
		}

		for (int j = 0; j < shadow_count; j++) {
			uint32_t x = li->directional_rect.position.x;
			uint32_t y = li->directional_rect.position.y;
			uint32_t width = li->directional_rect.size.x;
			uint32_t height = li->directional_rect.size.y;

			if (li->light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS || li->light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
				width /= 2;
				height /= 2;

				if (j == 1) {
					x += width;
				} else if (j == 2) {
					y += height;
				} else if (j == 3) {
					x += width;
					y += height;
				}

			} else if (li->light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
				height /= 2;

				if (j != 0) {
					y += height;
				}
			}

			// Store the fade distance factor relative to the last split's end.
			ubo_data.shadow_split_offsets[j] = li->shadow_transform[j].split;

			Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).affine_inverse();

			CameraMatrix bias;
			bias.set_light_bias();
			CameraMatrix rectm;
			Rect2 atlas_rect = Rect2(float(x) / directional_shadow.size, float(y) / directional_shadow.size, float(width) / directional_shadow.size, float(height) / directional_shadow.size);
			rectm.set_light_atlas_rect(atlas_rect);

			CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[j].camera * modelview;

			store_camera(shadow_mtx, &ubo_data.shadow.matrix[16 * j]);

			ubo_data.light_clamp[0] = atlas_rect.position.x;
			ubo_data.light_clamp[1] = atlas_rect.position.y;
			ubo_data.light_clamp[2] = atlas_rect.size.x;
			ubo_data.light_clamp[3] = atlas_rect.size.y;
		}

		const float fade_start = li->light_ptr->param[VS::LIGHT_PARAM_SHADOW_FADE_START];
		// Using 1.0 would break `smoothstep()` in the shader.
		ubo_data.fade_from = -ubo_data.shadow_split_offsets[shadow_count - 1] * MIN(fade_start, 0.999);

		// To prevent the need for a fade to, store the fade to in the final split offset.
		// It will either be the same as before, or the maximum split offset.
		ubo_data.shadow_split_offsets[3] = ubo_data.shadow_split_offsets[shadow_count - 1];
	}

	glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(LightDataUBO), &ubo_data, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	directional_light = li;

	glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.directional_ubo);
}

void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_shadow_atlas) {
	state.omni_light_count = 0;
	state.spot_light_count = 0;
	state.directional_light_count = 0;

	directional_light = nullptr;
	first_directional_light = RID();

	ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);

	for (int i = 0; i < p_light_cull_count; i++) {
		ERR_BREAK(i >= render_list.max_lights);

		LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]);

		LightDataUBO ubo_data; //used for filling

		switch (li->light_ptr->type) {
			case VS::LIGHT_DIRECTIONAL: {
				if (state.directional_light_count == 0) {
					first_directional_light = p_light_cull_result[i];
				}

				if (state.directional_light_count < RenderList::MAX_DIRECTIONAL_LIGHTS) {
					directional_lights[state.directional_light_count++] = li;
				}

			} break;
			case VS::LIGHT_OMNI: {
				float sign = li->light_ptr->negative ? -1 : 1;

				Color linear_col = li->light_ptr->color.to_linear();
				ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
				ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
				ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
				ubo_data.light_color_energy[3] = 0;

				Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);

				//directional, keep at 0
				ubo_data.light_pos_inv_radius[0] = pos.x;
				ubo_data.light_pos_inv_radius[1] = pos.y;
				ubo_data.light_pos_inv_radius[2] = pos.z;
				ubo_data.light_pos_inv_radius[3] = 1.0 / MAX(0.001, li->light_ptr->param[VS::LIGHT_PARAM_RANGE]);

				ubo_data.light_direction_attenuation[0] = 0;
				ubo_data.light_direction_attenuation[1] = 0;
				ubo_data.light_direction_attenuation[2] = 0;
				ubo_data.light_direction_attenuation[3] = li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];

				ubo_data.light_params[0] = 0;
				ubo_data.light_params[1] = 0;
				ubo_data.light_params[2] = li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
				ubo_data.light_params[3] = 0;

				Color shadow_color = li->light_ptr->shadow_color.to_linear();
				ubo_data.light_shadow_color_contact[0] = shadow_color.r;
				ubo_data.light_shadow_color_contact[1] = shadow_color.g;
				ubo_data.light_shadow_color_contact[2] = shadow_color.b;
				ubo_data.light_shadow_color_contact[3] = li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE];

				if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
					// fill in the shadow information

					uint32_t key = shadow_atlas->shadow_owners[li->self];

					uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
					uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;

					ERR_CONTINUE(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size());

					uint32_t atlas_size = shadow_atlas->size;
					uint32_t quadrant_size = atlas_size >> 1;

					uint32_t x = (quadrant & 1) * quadrant_size;
					uint32_t y = (quadrant >> 1) * quadrant_size;

					uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
					x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
					y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;

					uint32_t width = shadow_size;
					uint32_t height = shadow_size;

					if (li->light_ptr->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
						height /= 2;
					} else {
						width /= 2;
					}

					Transform proj = (p_camera_inverse_transform * li->transform).inverse();

					store_transform(proj, ubo_data.shadow.matrix1);

					ubo_data.light_params[3] = 1.0; //means it has shadow
					ubo_data.light_clamp[0] = float(x) / atlas_size;
					ubo_data.light_clamp[1] = float(y) / atlas_size;
					ubo_data.light_clamp[2] = float(width) / atlas_size;
					ubo_data.light_clamp[3] = float(height) / atlas_size;
				}

				li->light_index = state.omni_light_count;
				memcpy(&state.omni_array_tmp[li->light_index * state.ubo_light_size], &ubo_data, state.ubo_light_size);
				state.omni_light_count++;

			} break;
			case VS::LIGHT_SPOT: {
				float sign = li->light_ptr->negative ? -1 : 1;

				Color linear_col = li->light_ptr->color.to_linear();
				ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
				ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
				ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
				ubo_data.light_color_energy[3] = 0;

				Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);

				//directional, keep at 0
				ubo_data.light_pos_inv_radius[0] = pos.x;
				ubo_data.light_pos_inv_radius[1] = pos.y;
				ubo_data.light_pos_inv_radius[2] = pos.z;
				ubo_data.light_pos_inv_radius[3] = 1.0 / MAX(0.001, li->light_ptr->param[VS::LIGHT_PARAM_RANGE]);

				Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0, 0, -1))).normalized();
				ubo_data.light_direction_attenuation[0] = direction.x;
				ubo_data.light_direction_attenuation[1] = direction.y;
				ubo_data.light_direction_attenuation[2] = direction.z;
				ubo_data.light_direction_attenuation[3] = li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];

				ubo_data.light_params[0] = li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION];
				ubo_data.light_params[1] = Math::cos(Math::deg2rad(li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE]));
				ubo_data.light_params[2] = li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
				ubo_data.light_params[3] = 0;

				Color shadow_color = li->light_ptr->shadow_color.to_linear();
				ubo_data.light_shadow_color_contact[0] = shadow_color.r;
				ubo_data.light_shadow_color_contact[1] = shadow_color.g;
				ubo_data.light_shadow_color_contact[2] = shadow_color.b;
				ubo_data.light_shadow_color_contact[3] = li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE];

				if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
					// fill in the shadow information

					uint32_t key = shadow_atlas->shadow_owners[li->self];

					uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
					uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;

					ERR_CONTINUE(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size());

					uint32_t atlas_size = shadow_atlas->size;
					uint32_t quadrant_size = atlas_size >> 1;

					uint32_t x = (quadrant & 1) * quadrant_size;
					uint32_t y = (quadrant >> 1) * quadrant_size;

					uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
					x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
					y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;

					uint32_t width = shadow_size;
					uint32_t height = shadow_size;

					Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_size);

					ubo_data.light_params[3] = 1.0; //means it has shadow
					ubo_data.light_clamp[0] = rect.position.x;
					ubo_data.light_clamp[1] = rect.position.y;
					ubo_data.light_clamp[2] = rect.size.x;
					ubo_data.light_clamp[3] = rect.size.y;

					Transform modelview = (p_camera_inverse_transform * li->transform).inverse();

					CameraMatrix bias;
					bias.set_light_bias();
					CameraMatrix rectm;
					rectm.set_light_atlas_rect(rect);

					CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[0].camera * modelview;

					store_camera(shadow_mtx, ubo_data.shadow.matrix1);
				}

				li->light_index = state.spot_light_count;
				memcpy(&state.spot_array_tmp[li->light_index * state.ubo_light_size], &ubo_data, state.ubo_light_size);
				state.spot_light_count++;
			} break;
		}

		li->last_pass = render_pass;

		//update UBO for forward rendering, blit to texture for clustered
	}

	if (state.omni_light_count) {
		glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo);
		glBufferSubData(GL_UNIFORM_BUFFER, 0, state.omni_light_count * state.ubo_light_size, state.omni_array_tmp);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);
	}

	glBindBufferBase(GL_UNIFORM_BUFFER, 4, state.omni_array_ubo);

	if (state.spot_light_count) {
		glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo);
		glBufferSubData(GL_UNIFORM_BUFFER, 0, state.spot_light_count * state.ubo_light_size, state.spot_array_tmp);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);
	}

	glBindBufferBase(GL_UNIFORM_BUFFER, 5, state.spot_array_ubo);
}

void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_reflection_atlas, Environment *p_env) {
	state.reflection_probe_count = 0;

	for (int i = 0; i < p_reflection_probe_cull_count; i++) {
		ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflection_probe_cull_result[i]);
		ERR_CONTINUE(!rpi);

		ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
		ERR_CONTINUE(!reflection_atlas);

		ERR_CONTINUE(rpi->reflection_atlas_index < 0);

		if (state.reflection_probe_count >= state.max_ubo_reflections) {
			break;
		}

		rpi->last_pass = render_pass;

		ReflectionProbeDataUBO reflection_ubo;

		reflection_ubo.box_extents[0] = rpi->probe_ptr->extents.x;
		reflection_ubo.box_extents[1] = rpi->probe_ptr->extents.y;
		reflection_ubo.box_extents[2] = rpi->probe_ptr->extents.z;
		reflection_ubo.box_extents[3] = 0;

		reflection_ubo.box_ofs[0] = rpi->probe_ptr->origin_offset.x;
		reflection_ubo.box_ofs[1] = rpi->probe_ptr->origin_offset.y;
		reflection_ubo.box_ofs[2] = rpi->probe_ptr->origin_offset.z;
		reflection_ubo.box_ofs[3] = 0;

		reflection_ubo.params[0] = rpi->probe_ptr->intensity;
		reflection_ubo.params[1] = 0;
		reflection_ubo.params[2] = rpi->probe_ptr->interior ? 1.0 : 0.0;
		reflection_ubo.params[3] = rpi->probe_ptr->box_projection ? 1.0 : 0.0;

		if (rpi->probe_ptr->interior) {
			Color ambient_linear = rpi->probe_ptr->interior_ambient.to_linear();
			reflection_ubo.ambient[0] = ambient_linear.r * rpi->probe_ptr->interior_ambient_energy;
			reflection_ubo.ambient[1] = ambient_linear.g * rpi->probe_ptr->interior_ambient_energy;
			reflection_ubo.ambient[2] = ambient_linear.b * rpi->probe_ptr->interior_ambient_energy;
			reflection_ubo.ambient[3] = rpi->probe_ptr->interior_ambient_probe_contrib;
		} else {
			Color ambient_linear;
			if (p_env) {
				ambient_linear = p_env->ambient_color.to_linear();
				ambient_linear.r *= p_env->ambient_energy;
				ambient_linear.g *= p_env->ambient_energy;
				ambient_linear.b *= p_env->ambient_energy;
			}

			reflection_ubo.ambient[0] = ambient_linear.r;
			reflection_ubo.ambient[1] = ambient_linear.g;
			reflection_ubo.ambient[2] = ambient_linear.b;
			reflection_ubo.ambient[3] = 0; //not used in exterior mode, since it just blends with regular ambient light
		}

		int cell_size = reflection_atlas->size / reflection_atlas->subdiv;
		int x = (rpi->reflection_atlas_index % reflection_atlas->subdiv) * cell_size;
		int y = (rpi->reflection_atlas_index / reflection_atlas->subdiv) * cell_size;
		int width = cell_size;
		int height = cell_size;

		reflection_ubo.atlas_clamp[0] = float(x) / reflection_atlas->size;
		reflection_ubo.atlas_clamp[1] = float(y) / reflection_atlas->size;
		reflection_ubo.atlas_clamp[2] = float(width) / reflection_atlas->size;
		reflection_ubo.atlas_clamp[3] = float(height) / reflection_atlas->size;

		Transform proj = (p_camera_inverse_transform * rpi->transform).inverse();
		store_transform(proj, reflection_ubo.local_matrix);

		rpi->reflection_index = state.reflection_probe_count;
		memcpy(&state.reflection_array_tmp[rpi->reflection_index * sizeof(ReflectionProbeDataUBO)], &reflection_ubo, sizeof(ReflectionProbeDataUBO));
		state.reflection_probe_count++;
	}

	if (state.reflection_probe_count) {
		glBindBuffer(GL_UNIFORM_BUFFER, state.reflection_array_ubo);
		glBufferSubData(GL_UNIFORM_BUFFER, 0, state.reflection_probe_count * sizeof(ReflectionProbeDataUBO), state.reflection_array_tmp);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);
	}

	glBindBufferBase(GL_UNIFORM_BUFFER, 6, state.reflection_array_ubo);
}

void RasterizerSceneGLES3::_copy_screen(bool p_invalidate_color, bool p_invalidate_depth) {
#ifndef GLES_OVER_GL
	if (p_invalidate_color) {
		GLenum attachments[2] = {
			GL_COLOR_ATTACHMENT0,
			GL_DEPTH_ATTACHMENT
		};

		glInvalidateFramebuffer(GL_FRAMEBUFFER, p_invalidate_depth ? 2 : 1, attachments);
	}
#endif

	glBindVertexArray(storage->resources.quadie_array);
	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
	glBindVertexArray(0);
}

void RasterizerSceneGLES3::_copy_texture_to_front_buffer(GLuint p_texture) {
	//copy to front buffer
	glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);

	glDepthMask(GL_FALSE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);
	glDisable(GL_BLEND);
	glDepthFunc(GL_LEQUAL);
	glColorMask(1, 1, 1, 1);

	WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, p_texture);

	glViewport(0, 0, storage->frame.current_rt->width * 0.5, storage->frame.current_rt->height * 0.5);

	storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
	storage->shaders.copy.bind();

	_copy_screen();

	//turn off everything used
	storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false);
	storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
}

void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass) {
	current_geometry_index = 0;
	current_material_index = 0;
	state.used_sss = false;
	state.used_screen_texture = false;
	state.used_depth_texture = false;

	//fill list

	for (int i = 0; i < p_cull_count; i++) {
		InstanceBase *inst = p_cull_result[i];
		switch (inst->base_type) {
			case VS::INSTANCE_MESH: {
				RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getptr(inst->base);
				ERR_CONTINUE(!mesh);

				int ssize = mesh->surfaces.size();

				for (int j = 0; j < ssize; j++) {
					int mat_idx = inst->materials[j].is_valid() ? j : -1;
					RasterizerStorageGLES3::Surface *s = mesh->surfaces[j];
					_add_geometry(s, inst, nullptr, mat_idx, p_depth_pass, p_shadow_pass);
				}

				//mesh->last_pass=frame;

			} break;
			case VS::INSTANCE_MULTIMESH: {
				RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getptr(inst->base);
				ERR_CONTINUE(!multi_mesh);

				if (multi_mesh->size == 0 || multi_mesh->visible_instances == 0) {
					continue;
				}

				RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getptr(multi_mesh->mesh);
				if (!mesh) {
					continue; //mesh not assigned
				}

				int ssize = mesh->surfaces.size();

				for (int j = 0; j < ssize; j++) {
					RasterizerStorageGLES3::Surface *s = mesh->surfaces[j];
					_add_geometry(s, inst, multi_mesh, -1, p_depth_pass, p_shadow_pass);
				}

			} break;
			case VS::INSTANCE_IMMEDIATE: {
				RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getptr(inst->base);
				ERR_CONTINUE(!immediate);

				_add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);

			} break;
			case VS::INSTANCE_PARTICLES: {
				RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getptr(inst->base);
				ERR_CONTINUE(!particles);

				for (int j = 0; j < particles->draw_passes.size(); j++) {
					RID pmesh = particles->draw_passes[j];
					if (!pmesh.is_valid()) {
						continue;
					}
					RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.get(pmesh);
					if (!mesh) {
						continue; //mesh not assigned
					}

					int ssize = mesh->surfaces.size();

					for (int k = 0; k < ssize; k++) {
						RasterizerStorageGLES3::Surface *s = mesh->surfaces[k];
						_add_geometry(s, inst, particles, -1, p_depth_pass, p_shadow_pass);
					}
				}

			} break;
			default: {
			}
		}
	}
}

void RasterizerSceneGLES3::_blur_effect_buffer() {
	//blur diffuse into effect mipmaps using separatable convolution
	//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
	for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) {
		int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
		int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
		glViewport(0, 0, vp_w, vp_h);
		//horizontal pass
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true);
		state.effect_blur_shader.bind();
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
		_copy_screen(true);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);

		//vertical pass
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true);
		state.effect_blur_shader.bind();
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
		_copy_screen(true);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
	}
}

void RasterizerSceneGLES3::_prepare_depth_texture() {
	if (!state.prepared_depth_texture) {
		//resolve depth buffer
		glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
		glReadBuffer(GL_COLOR_ATTACHMENT0);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
		glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
		glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
		state.prepared_depth_texture = true;
	}
}

void RasterizerSceneGLES3::_bind_depth_texture() {
	if (!state.bound_depth_texture) {
		ERR_FAIL_COND(!state.prepared_depth_texture);
		//bind depth for read
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 9);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
		state.bound_depth_texture = true;
	}
}

void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_cam_projection) {
	glDepthMask(GL_FALSE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);
	glDisable(GL_BLEND);

	_prepare_depth_texture();

	if (env->ssao_enabled || env->ssr_enabled) {
		//copy normal and roughness to effect buffer
		glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
		glReadBuffer(GL_COLOR_ATTACHMENT2);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_fbo);
		glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
	}

	if (env->ssao_enabled) {
		//copy diffuse to front buffer
		glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
		glReadBuffer(GL_COLOR_ATTACHMENT0);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
		glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);

		glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

		//copy from depth, convert to linear
		GLint ss[2];
		ss[0] = storage->frame.current_rt->width;
		ss[1] = storage->frame.current_rt->height;

		for (int i = 0; i < storage->frame.current_rt->effects.ssao.depth_mipmap_fbos.size(); i++) {
			state.ssao_minify_shader.set_conditional(SsaoMinifyShaderGLES3::MINIFY_START, i == 0);
			state.ssao_minify_shader.set_conditional(SsaoMinifyShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
			state.ssao_minify_shader.bind();
			state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far());
			state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
			state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::SOURCE_MIPMAP, MAX(0, i - 1));
			glUniform2iv(state.ssao_minify_shader.get_uniform(SsaoMinifyShaderGLES3::FROM_SIZE), 1, ss);
			ss[0] >>= 1;
			ss[1] >>= 1;

			WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
			if (i == 0) {
				glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
			} else {
				glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.linear_depth);
			}

			glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.depth_mipmap_fbos[i]); //copy to front first
			glViewport(0, 0, ss[0], ss[1]);

			_copy_screen(true);
		}
		ss[0] = storage->frame.current_rt->width;
		ss[1] = storage->frame.current_rt->height;

		glViewport(0, 0, ss[0], ss[1]);

		glEnable(GL_DEPTH_TEST);
		glDepthFunc(GL_GREATER);
		// do SSAO!
		state.ssao_shader.set_conditional(SsaoShaderGLES3::ENABLE_RADIUS2, env->ssao_radius2 > 0.001);
		state.ssao_shader.set_conditional(SsaoShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
		state.ssao_shader.set_conditional(SsaoShaderGLES3::SSAO_QUALITY_LOW, env->ssao_quality == VS::ENV_SSAO_QUALITY_LOW);
		state.ssao_shader.set_conditional(SsaoShaderGLES3::SSAO_QUALITY_HIGH, env->ssao_quality == VS::ENV_SSAO_QUALITY_HIGH);
		state.ssao_shader.bind();
		state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far());
		state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
		glUniform2iv(state.ssao_shader.get_uniform(SsaoShaderGLES3::SCREEN_SIZE), 1, ss);
		float radius = env->ssao_radius;
		state.ssao_shader.set_uniform(SsaoShaderGLES3::RADIUS, radius);
		float intensity = env->ssao_intensity;
		state.ssao_shader.set_uniform(SsaoShaderGLES3::INTENSITY_DIV_R6, intensity / pow(radius, 6.0f));

		if (env->ssao_radius2 > 0.001) {
			float radius2 = env->ssao_radius2;
			state.ssao_shader.set_uniform(SsaoShaderGLES3::RADIUS2, radius2);
			float intensity2 = env->ssao_intensity2;
			state.ssao_shader.set_uniform(SsaoShaderGLES3::INTENSITY_DIV_R62, intensity2 / pow(radius2, 6.0f));
		}

		float proj_info[4] = {
			-2.0f / (ss[0] * p_cam_projection.matrix[0][0]),
			-2.0f / (ss[1] * p_cam_projection.matrix[1][1]),
			(1.0f - p_cam_projection.matrix[0][2]) / p_cam_projection.matrix[0][0],
			(1.0f + p_cam_projection.matrix[1][2]) / p_cam_projection.matrix[1][1]
		};

		glUniform4fv(state.ssao_shader.get_uniform(SsaoShaderGLES3::PROJ_INFO), 1, proj_info);
		float pixels_per_meter = float(p_cam_projection.get_pixels_per_meter(ss[0]));

		state.ssao_shader.set_uniform(SsaoShaderGLES3::PROJ_SCALE, pixels_per_meter);
		state.ssao_shader.set_uniform(SsaoShaderGLES3::BIAS, env->ssao_bias);

		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.linear_depth);
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect);

		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[0]); //copy to front first
		Color white(1, 1, 1, 1);
		glClearBufferfv(GL_COLOR, 0, white.components); // specular

		_copy_screen(true);

		//do the batm, i mean blur

		state.ssao_blur_shader.bind();

		if (env->ssao_filter) {
			for (int i = 0; i < 2; i++) {
				state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far());
				state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
				state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::EDGE_SHARPNESS, env->ssao_bilateral_sharpness);
				state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::FILTER_SCALE, int(env->ssao_filter));

				GLint axis[2] = { i, 1 - i };
				glUniform2iv(state.ssao_blur_shader.get_uniform(SsaoBlurShaderGLES3::AXIS), 1, axis);
				glUniform2iv(state.ssao_blur_shader.get_uniform(SsaoBlurShaderGLES3::SCREEN_SIZE), 1, ss);

				WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[i]);
				WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
				glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
				WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2);
				glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect);
				glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[1 - i]);
				if (i == 0) {
					glClearBufferfv(GL_COLOR, 0, white.components); // specular
				}
				_copy_screen(true);
			}
		}

		glDisable(GL_DEPTH_TEST);
		glDepthFunc(GL_LEQUAL);

		// just copy diffuse while applying SSAO

		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE, true);
		state.effect_blur_shader.bind();
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::SSAO_COLOR, env->ssao_color);
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); //previous level, since mipmaps[0] starts one level bigger
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]); //previous level, since mipmaps[0] starts one level bigger
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
		_copy_screen(true);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE, false);

	} else {
		//copy diffuse to effect buffer
		glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
		glReadBuffer(GL_COLOR_ATTACHMENT0);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
		glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);

		glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
	}

	if (state.used_sss) { //sss enabled
		//copy diffuse while performing sss

		Plane p = p_cam_projection.xform4(Plane(1, 0, -1, 1));
		p.normal /= p.d;
		float unit_size = p.normal.x;

		//copy normal and roughness to effect buffer
		glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
		glReadBuffer(GL_COLOR_ATTACHMENT3);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[0]);
		glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_LINEAR);

		state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
		state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_11_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_LOW);
		state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_17_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_MEDIUM);
		state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_25_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_HIGH);
		state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::ENABLE_FOLLOW_SURFACE, subsurface_scatter_follow_surface);
		state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::ENABLE_STRENGTH_WEIGHTING, subsurface_scatter_weight_samples);
		state.sss_shader.bind();
		state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::MAX_RADIUS, subsurface_scatter_size);
		state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::UNIT_SIZE, unit_size);
		state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
		state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far());
		state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(1, 0));

		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //disable filter (fixes bugs on AMD)
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]);
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
		//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);

		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first

		_copy_screen(true);

		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
		state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(0, 1));
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
		_copy_screen(true);

		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //restore filter
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	}

	if (env->ssr_enabled) {
		//blur diffuse into effect mipmaps using separatable convolution
		//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
		_blur_effect_buffer();

		//perform SSR

		state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS, env->ssr_roughness);
		state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());

		state.ssr_shader.bind();

		int ssr_w = storage->frame.current_rt->effects.mip_maps[1].sizes[0].width;
		int ssr_h = storage->frame.current_rt->effects.mip_maps[1].sizes[0].height;

		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::PIXEL_SIZE, Vector2(1.0 / (ssr_w * 0.5), 1.0 / (ssr_h * 0.5)));
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far());
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::PROJECTION, p_cam_projection);
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::INVERSE_PROJECTION, p_cam_projection.inverse());
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::VIEWPORT_SIZE, Size2(ssr_w, ssr_h));
		//state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FRAME_INDEX,int(render_pass));
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FILTER_MIPMAP_LEVELS, float(storage->frame.current_rt->effects.mip_maps[0].sizes.size()));
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::NUM_STEPS, env->ssr_max_steps);
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DEPTH_TOLERANCE, env->ssr_depth_tolerance);
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE, env->ssr_fade_out);
		state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CURVE_FADE_IN, env->ssr_fade_in);

		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect);
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);

		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[0].fbo);
		glViewport(0, 0, ssr_w, ssr_h);

		_copy_screen(true);
		glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
	}

	glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
	glReadBuffer(GL_COLOR_ATTACHMENT1);
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
	//glDrawBuffer(GL_COLOR_ATTACHMENT0);
	glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
	glReadBuffer(GL_COLOR_ATTACHMENT0);

	glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

	//copy reflection over diffuse, resolving SSR if needed
	state.resolve_shader.set_conditional(ResolveShaderGLES3::USE_SSR, env->ssr_enabled);
	state.resolve_shader.bind();
	state.resolve_shader.set_uniform(ResolveShaderGLES3::PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));

	WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
	if (env->ssr_enabled) {
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
	}

	glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
	glEnable(GL_BLEND);
	glBlendEquation(GL_FUNC_ADD);
	glBlendFunc(GL_ONE, GL_ONE); //use additive to accumulate one over the other

	_copy_screen(true);

	glDisable(GL_BLEND); //end additive

	if (state.used_screen_texture) {
		_blur_effect_buffer();
		//restored framebuffer
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
		glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
	}

	state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY, true);
	state.effect_blur_shader.bind();
	state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(0));

	{
		GLuint db = GL_COLOR_ATTACHMENT0;
		glDrawBuffers(1, &db);
	}

	glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
	WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);

	_copy_screen(true);

	state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY, false);
}

void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p_cam_projection) {
	//copy to front buffer

	glDepthMask(GL_FALSE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);
	glDisable(GL_BLEND);
	glDepthFunc(GL_LEQUAL);
	glColorMask(1, 1, 1, 1);

	//turn off everything used

	//copy specular to front buffer
	//copy diffuse to effect buffer

	if (storage->frame.current_rt->buffers.active) {
		//transfer to effect buffer if using buffers, also resolve MSAA
		glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
		glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST);

		glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
	}

	if ((!env || storage->frame.current_rt->width < 4 || storage->frame.current_rt->height < 4) && !storage->frame.current_rt->use_fxaa && !storage->frame.current_rt->use_debanding && storage->frame.current_rt->sharpen_intensity < 0.001) { //no post process on small render targets
		//no environment or transparent render, simply return and convert to SRGB
		if (storage->frame.current_rt->external.fbo != 0) {
			glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo);
		} else {
			glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
		}
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
		storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR]);
		storage->shaders.copy.set_conditional(CopyShaderGLES3::V_FLIP, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]);
		storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]);
		storage->shaders.copy.bind();

		_copy_screen(true);

		storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false);
		storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); //compute luminance
		storage->shaders.copy.set_conditional(CopyShaderGLES3::V_FLIP, false);

		return;
	}

	//order of operation
	//1) DOF Blur (first blur, then copy to buffer applying the blur)
	//2) FXAA
	//3) Bloom (Glow)
	//4) Tonemap
	//5) Adjustments

	GLuint composite_from = storage->frame.current_rt->effects.mip_maps[0].color;

	if (env && env->dof_blur_far_enabled) {
		//blur diffuse into effect mipmaps using separatable convolution
		//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);

		int vp_h = storage->frame.current_rt->height;
		int vp_w = storage->frame.current_rt->width;

		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR, true);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_LOW);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH);

		state.effect_blur_shader.bind();
		int qsteps[3] = { 4, 10, 20 };

		float radius = (env->dof_blur_far_amount * env->dof_blur_far_amount) / qsteps[env->dof_blur_far_quality];

		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN, env->dof_blur_far_distance);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END, env->dof_blur_far_distance + env->dof_blur_far_transition);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR, Vector2(1, 0));
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS, radius);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far());

		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);

		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, composite_from);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first

		_copy_screen(true);

		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR, Vector2(0, 1));
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
		_copy_screen();

		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR, false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_ORTHOGONAL_PROJECTION, false);

		composite_from = storage->frame.current_rt->effects.mip_maps[0].color;
	}

	if (env && env->dof_blur_near_enabled) {
		//blur diffuse into effect mipmaps using separatable convolution
		//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);

		int vp_h = storage->frame.current_rt->height;
		int vp_w = storage->frame.current_rt->width;

		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR, true);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP, true);

		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_LOW);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH);

		state.effect_blur_shader.bind();
		int qsteps[3] = { 4, 10, 20 };

		float radius = (env->dof_blur_near_amount * env->dof_blur_near_amount) / qsteps[env->dof_blur_near_quality];

		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN, env->dof_blur_near_distance);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END, env->dof_blur_near_distance - env->dof_blur_near_transition);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR, Vector2(1, 0));
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS, radius);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far());

		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);

		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, composite_from);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first

		_copy_screen();
		//manually do the blend if this is the first operation resolving from the diffuse buffer
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE, composite_from == storage->frame.current_rt->buffers.diffuse);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP, false);
		state.effect_blur_shader.bind();

		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN, env->dof_blur_near_distance);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END, env->dof_blur_near_distance - env->dof_blur_near_transition);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR, Vector2(0, 1));
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS, radius);
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
		state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far());

		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);

		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level

		if (composite_from != storage->frame.current_rt->buffers.diffuse) {
			glEnable(GL_BLEND);
			glBlendEquation(GL_FUNC_ADD);
			// Alpha was used by the horizontal pass, it should not carry over.
			glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);

		} else {
			WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2);
			glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.diffuse);
		}

		_copy_screen(true);

		if (composite_from != storage->frame.current_rt->buffers.diffuse) {
			glDisable(GL_BLEND);
		}

		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR, false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP, false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE, false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, false);
		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_ORTHOGONAL_PROJECTION, false);

		composite_from = storage->frame.current_rt->effects.mip_maps[0].color;
	}

	if (env && (env->dof_blur_near_enabled || env->dof_blur_far_enabled)) {
		//these needed to disable filtering, reenamble
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	}

	if (env && env->auto_exposure) {
		//compute auto exposure
		//first step, copy from image to luminance buffer
		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN, true);
		state.exposure_shader.bind();
		int ss[2] = {
			storage->frame.current_rt->width,
			storage->frame.current_rt->height,
		};
		int ds[2] = {
			exposure_shrink_size,
			exposure_shrink_size,
		};

		glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::SOURCE_RENDER_SIZE), 1, ss);
		glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::TARGET_SIZE), 1, ds);
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, composite_from);

		glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[0].fbo);
		glViewport(0, 0, exposure_shrink_size, exposure_shrink_size);

		_copy_screen(true);

		//second step, shrink to 2x2 pixels
		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN, false);
		state.exposure_shader.bind();
		//shrink from second to previous to last level

		int s_size = exposure_shrink_size / 3;
		for (int i = 1; i < exposure_shrink.size() - 1; i++) {
			glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[i].fbo);
			WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D, exposure_shrink[i - 1].color);

			_copy_screen();

			glViewport(0, 0, s_size, s_size);

			s_size /= 3;
		}
		//third step, shrink to 1x1 pixel taking in consideration the previous exposure
		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END, true);

		uint64_t tick = OS::get_singleton()->get_ticks_usec();
		uint64_t tick_diff = storage->frame.current_rt->last_exposure_tick == 0 ? 0 : tick - storage->frame.current_rt->last_exposure_tick;
		storage->frame.current_rt->last_exposure_tick = tick;

		if (tick_diff == 0 || tick_diff > 1000000) {
			state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET, true);
		}

		state.exposure_shader.bind();

		glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[exposure_shrink.size() - 1].fbo);
		glViewport(0, 0, 1, 1);
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, exposure_shrink[exposure_shrink.size() - 2].color);
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color); //read from previous

		state.exposure_shader.set_uniform(ExposureShaderGLES3::EXPOSURE_ADJUST, env->auto_exposure_speed * (tick_diff / 1000000.0));
		state.exposure_shader.set_uniform(ExposureShaderGLES3::MAX_LUMINANCE, env->auto_exposure_max);
		state.exposure_shader.set_uniform(ExposureShaderGLES3::MIN_LUMINANCE, env->auto_exposure_min);

		_copy_screen(true);

		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET, false);
		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END, false);

		//last step, swap with the framebuffer exposure, so the right exposure is kept int he framebuffer
		SWAP(exposure_shrink.write[exposure_shrink.size() - 1].fbo, storage->frame.current_rt->exposure.fbo);
		SWAP(exposure_shrink.write[exposure_shrink.size() - 1].color, storage->frame.current_rt->exposure.color);

		glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);

		VisualServerRaster::redraw_request(); //if using auto exposure, redraw must happen
	}

	int max_glow_level = -1;
	int glow_mask = 0;

	if (env && env->glow_enabled) {
		for (int i = 0; i < VS::MAX_GLOW_LEVELS; i++) {
			if (env->glow_levels & (1 << i)) {
				if (i >= storage->frame.current_rt->effects.mip_maps[1].sizes.size()) {
					max_glow_level = storage->frame.current_rt->effects.mip_maps[1].sizes.size() - 1;
					glow_mask |= 1 << max_glow_level;

				} else {
					max_glow_level = i;
					glow_mask |= (1 << i);
				}
			}
		}

		//blur diffuse into effect mipmaps using separatable convolution
		//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);

		for (int i = 0; i < (max_glow_level + 1); i++) {
			int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
			int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
			glViewport(0, 0, vp_w, vp_h);
			//horizontal pass
			if (i == 0) {
				state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS, true);
				state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE, env->auto_exposure);
			}

			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL, true);
			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_GLOW_HIGH_QUALITY, env->glow_high_quality);
			state.effect_blur_shader.bind();
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH, env->glow_strength);
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LUMINANCE_CAP, env->glow_hdr_luminance_cap);

			WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
			if (i == 0) {
				glBindTexture(GL_TEXTURE_2D, composite_from);

				state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::EXPOSURE, env->tone_mapper_exposure);
				if (env->auto_exposure) {
					state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::AUTO_EXPOSURE_GREY, env->auto_exposure_grey);
				}

				WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
				glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color);

				state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_BLOOM, env->glow_bloom);
				state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_THRESHOLD, env->glow_hdr_bleed_threshold);
				state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_SCALE, env->glow_hdr_bleed_scale);

			} else {
				glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
			}
			glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
			_copy_screen(true);
			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL, false);
			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS, false);
			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE, false);

			//vertical pass
			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL, true);
			state.effect_blur_shader.bind();
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
			state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH, env->glow_strength);
			WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
			glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
			_copy_screen();
			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL, false);
		}

		glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
	}

	if (storage->frame.current_rt->external.fbo != 0) {
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo);
	} else {
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
	}

	WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, composite_from);
	if (env) {
		state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_FILMIC);
		state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_ACES);
		state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_FITTED_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_ACES_FITTED);
		state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINHARD_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_REINHARD);
		state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, env->auto_exposure);
		state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC, env->glow_bicubic_upscale);
	}

	state.tonemap_shader.set_conditional(TonemapShaderGLES3::KEEP_3D_LINEAR, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR]);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FXAA, storage->frame.current_rt->use_fxaa);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_DEBANDING, storage->frame.current_rt->use_debanding);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_SHARPENING, storage->frame.current_rt->sharpen_intensity >= 0.001);

	if (env && max_glow_level >= 0) {
		for (int i = 0; i < (max_glow_level + 1); i++) {
			if (glow_mask & (1 << i)) {
				if (i == 0) {
					state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1, true);
				}
				if (i == 1) {
					state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2, true);
				}
				if (i == 2) {
					state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3, true);
				}
				if (i == 3) {
					state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4, true);
				}
				if (i == 4) {
					state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5, true);
				}
				if (i == 5) {
					state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6, true);
				}
				if (i == 6) {
					state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7, true);
				}
			}
		}

		state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SCREEN);
		state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SOFTLIGHT);
		state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE, env->glow_blend_mode == VS::GLOW_BLEND_MODE_REPLACE);
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
	}

	if (env && env->adjustments_enabled) {
		state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_BCS, true);
		RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(env->color_correction);
		if (tex) {
			state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_COLOR_CORRECTION, true);
			WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE3);
			glBindTexture(tex->target, tex->tex_id);
		}
	}

	state.tonemap_shader.set_conditional(TonemapShaderGLES3::DISABLE_ALPHA, !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::V_FLIP, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]);
	state.tonemap_shader.bind();

	if (env) {
		state.tonemap_shader.set_uniform(TonemapShaderGLES3::EXPOSURE, env->tone_mapper_exposure);
		state.tonemap_shader.set_uniform(TonemapShaderGLES3::WHITE, env->tone_mapper_exposure_white);

		if (max_glow_level >= 0) {
			state.tonemap_shader.set_uniform(TonemapShaderGLES3::GLOW_INTENSITY, env->glow_intensity);
			int ss[2] = {
				storage->frame.current_rt->width,
				storage->frame.current_rt->height,
			};
			glUniform2iv(state.tonemap_shader.get_uniform(TonemapShaderGLES3::GLOW_TEXTURE_SIZE), 1, ss);
		}

		if (env->auto_exposure) {
			WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
			glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color);
			state.tonemap_shader.set_uniform(TonemapShaderGLES3::AUTO_EXPOSURE_GREY, env->auto_exposure_grey);
		}

		if (env->adjustments_enabled) {
			state.tonemap_shader.set_uniform(TonemapShaderGLES3::BCS, Vector3(env->adjustments_brightness, env->adjustments_contrast, env->adjustments_saturation));
		}
	} else {
		// No environment, so no exposure.
		state.tonemap_shader.set_uniform(TonemapShaderGLES3::EXPOSURE, 1.0);
	}

	if (storage->frame.current_rt->use_fxaa) {
		state.tonemap_shader.set_uniform(TonemapShaderGLES3::PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
	}

	if (storage->frame.current_rt->sharpen_intensity >= 0.001) {
		state.tonemap_shader.set_uniform(TonemapShaderGLES3::SHARPEN_INTENSITY, storage->frame.current_rt->sharpen_intensity);
	}

	_copy_screen(true, true);

	//turn off everything used
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FXAA, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_DEBANDING, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_SHARPENING, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_FITTED_TONEMAPPER, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINHARD_TONEMAPPER, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_BCS, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_COLOR_CORRECTION, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::V_FLIP, false);
	state.tonemap_shader.set_conditional(TonemapShaderGLES3::DISABLE_ALPHA, false);
}

bool RasterizerSceneGLES3::_element_needs_directional_add(RenderList::Element *e) {
	// return whether this element should take part in directional add
	if (e->sort_key & SORT_KEY_UNSHADED_FLAG) {
		return false;
	}

	for (int i = 0; i < state.directional_light_count; i++) {
		LightInstance *l = directional_lights[i];
		// any unbaked and unculled light?
		if (e->instance->baked_light && l->light_ptr->bake_mode == VS::LightBakeMode::LIGHT_BAKE_ALL) {
			continue;
		}
		if ((e->instance->layer_mask & l->light_ptr->cull_mask) == 0) {
			continue;
		}
		return true;
	}
	return false; // no visible unbaked light
}

void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const int p_eye, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
	//first of all, make a new render pass
	render_pass++;

	//fill up ubo

	storage->info.render.object_count += p_cull_count;

	Environment *env = environment_owner.getornull(p_environment);
	ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
	ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);

	bool use_shadows = shadow_atlas && shadow_atlas->size;

	state.scene_shader.set_conditional(SceneShaderGLES3::USE_SHADOW, use_shadows);

	if (use_shadows) {
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
		glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
		state.ubo_data.shadow_atlas_pixel_size[0] = 1.0 / shadow_atlas->size;
		state.ubo_data.shadow_atlas_pixel_size[1] = 1.0 / shadow_atlas->size;
	} else {
		if (storage->config.async_compilation_enabled) {
			// Avoid GL UB message id 131222 caused by shadow samplers not properly set up in the ubershader
			WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
			glBindTexture(GL_TEXTURE_2D, storage->resources.depth_tex);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
		}
	}

	if (reflection_atlas && reflection_atlas->size) {
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
		glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
	}

	if (p_reflection_probe.is_valid()) {
		state.ubo_data.reflection_multiplier = 0.0;
	} else {
		state.ubo_data.reflection_multiplier = 1.0;
	}

	state.ubo_data.subsurface_scatter_width = subsurface_scatter_size;

	state.ubo_data.z_offset = 0;
	state.ubo_data.z_slope_scale = 0;
	state.ubo_data.shadow_dual_paraboloid_render_side = 0;
	state.ubo_data.shadow_dual_paraboloid_render_zfar = 0;
	state.ubo_data.opaque_prepass_threshold = 0.99;

	if (storage->frame.current_rt) {
		int viewport_width_pixels = storage->frame.current_rt->width;
		int viewport_height_pixels = storage->frame.current_rt->height;

		state.ubo_data.viewport_size[0] = viewport_width_pixels;
		state.ubo_data.viewport_size[1] = viewport_height_pixels;

		state.ubo_data.screen_pixel_size[0] = 1.0 / viewport_width_pixels;
		state.ubo_data.screen_pixel_size[1] = 1.0 / viewport_height_pixels;
	}

	_setup_environment(env, p_cam_projection, p_cam_transform, p_eye, p_reflection_probe.is_valid());

	bool fb_cleared = false;

	glDepthFunc(GL_LEQUAL);

	state.used_contact_shadows = false;
	state.prepared_depth_texture = false;
	state.bound_depth_texture = false;

	for (int i = 0; i < p_light_cull_count; i++) {
		ERR_BREAK(i >= render_list.max_lights);

		LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]);
		if (li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] > CMP_EPSILON) {
			state.used_contact_shadows = true;
		}
	}

	// Do depth prepass if it's explicitly enabled
	bool use_depth_prepass = storage->config.use_depth_prepass;

	// If contact shadows are used then we need to do depth prepass even if it's otherwise disabled
	use_depth_prepass = use_depth_prepass || state.used_contact_shadows;

	// Never do depth prepass if effects are disabled or if we render overdraws
	use_depth_prepass = use_depth_prepass && storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
	use_depth_prepass = use_depth_prepass && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;

	if (use_depth_prepass) {
		//pre z pass

		glDisable(GL_BLEND);
		glDepthMask(GL_TRUE);
		glEnable(GL_DEPTH_TEST);
		glDisable(GL_SCISSOR_TEST);
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
		glDrawBuffers(0, nullptr);

		glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);

		glColorMask(0, 0, 0, 0);
		glClearDepth(1.0f);
		glClear(GL_DEPTH_BUFFER_BIT);

		render_list.clear();
		_fill_render_list(p_cull_result, p_cull_count, true, false);
		render_list.sort_by_key(false);
		state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true);
		_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, nullptr, false, false, true, false, false);
		state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false);

		glColorMask(1, 1, 1, 1);

		if (state.used_contact_shadows) {
			_prepare_depth_texture();
			_bind_depth_texture();
		}

		fb_cleared = true;
		render_pass++;
		state.used_depth_prepass = true;
	} else {
		state.used_depth_prepass = false;
	}

	_setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_shadow_atlas);
	_setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_reflection_atlas, env);

	bool use_mrt = false;

	render_list.clear();
	_fill_render_list(p_cull_result, p_cull_count, false, false);
	//

	glEnable(GL_BLEND);
	glDepthMask(GL_TRUE);
	glEnable(GL_DEPTH_TEST);
	glDisable(GL_SCISSOR_TEST);

	//rendering to a probe cubemap side
	ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe);
	GLuint current_fbo;

	if (probe) {
		ReflectionAtlas *ref_atlas = reflection_atlas_owner.getptr(probe->atlas);
		ERR_FAIL_COND(!ref_atlas);

		int target_size = ref_atlas->size / ref_atlas->subdiv;

		int cubemap_index = reflection_cubemaps.size() - 1;

		for (int i = reflection_cubemaps.size() - 1; i >= 0; i--) {
			//find appropriate cubemap to render to
			if (reflection_cubemaps[i].size > target_size * 2) {
				break;
			}

			cubemap_index = i;
		}

		current_fbo = reflection_cubemaps[cubemap_index].fbo_id[p_reflection_probe_pass];
		use_mrt = false;
		state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);

		glViewport(0, 0, reflection_cubemaps[cubemap_index].size, reflection_cubemaps[cubemap_index].size);
		glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);

	} else {
		use_mrt = env && (state.used_sss || env->ssao_enabled || env->ssr_enabled || env->dof_blur_far_enabled || env->dof_blur_near_enabled); //only enable MRT rendering if any of these is enabled
		//effects disabled and transparency also prevent using MRTs
		use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
		use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
		use_mrt = use_mrt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
		use_mrt = use_mrt && (env->bg_mode != VS::ENV_BG_KEEP && env->bg_mode != VS::ENV_BG_CANVAS);

		glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);

		if (use_mrt) {
			current_fbo = storage->frame.current_rt->buffers.fbo;

			glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
			state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, true);

			Vector<GLenum> draw_buffers;
			draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
			draw_buffers.push_back(GL_COLOR_ATTACHMENT1);
			draw_buffers.push_back(GL_COLOR_ATTACHMENT2);
			if (state.used_sss) {
				draw_buffers.push_back(GL_COLOR_ATTACHMENT3);
			}
			glDrawBuffers(draw_buffers.size(), draw_buffers.ptr());

			Color black(0, 0, 0, 0);
			glClearBufferfv(GL_COLOR, 1, black.components); // specular
			glClearBufferfv(GL_COLOR, 2, black.components); // normal metal rough
			if (state.used_sss) {
				glClearBufferfv(GL_COLOR, 3, black.components); // normal metal rough
			}

		} else {
			if (storage->frame.current_rt->buffers.active) {
				current_fbo = storage->frame.current_rt->buffers.fbo;
			} else {
				if (storage->frame.current_rt->effects.mip_maps[0].sizes.size() == 0) {
					ERR_PRINT_ONCE("Can't use canvas background mode in a render target configured without sampling");
					return;
				}
				current_fbo = storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo;
			}

			glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
			state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);

			Vector<GLenum> draw_buffers;
			draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
			glDrawBuffers(draw_buffers.size(), draw_buffers.ptr());
		}
	}

	if (!fb_cleared) {
		glClearDepth(1.0f);
		glClear(GL_DEPTH_BUFFER_BIT);
	}

	Color clear_color(0, 0, 0, 0);

	RasterizerStorageGLES3::Sky *sky = nullptr;
	Ref<CameraFeed> feed;

	if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
		clear_color = Color(0, 0, 0, 0);
		storage->frame.clear_request = false;
	} else if (!probe && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
		clear_color = Color(0, 0, 0, 0);
		storage->frame.clear_request = false;

	} else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) {
		if (storage->frame.clear_request) {
			clear_color = storage->frame.clear_request_color.to_linear();
			storage->frame.clear_request = false;
		}

	} else if (env->bg_mode == VS::ENV_BG_CANVAS) {
		clear_color = env->bg_color.to_linear();
		storage->frame.clear_request = false;
	} else if (env->bg_mode == VS::ENV_BG_COLOR) {
		clear_color = env->bg_color.to_linear();
		storage->frame.clear_request = false;
	} else if (env->bg_mode == VS::ENV_BG_SKY) {
		storage->frame.clear_request = false;

	} else if (env->bg_mode == VS::ENV_BG_COLOR_SKY) {
		clear_color = env->bg_color.to_linear();
		storage->frame.clear_request = false;

	} else if (env->bg_mode == VS::ENV_BG_CAMERA_FEED) {
		feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id);
		storage->frame.clear_request = false;
	} else {
		storage->frame.clear_request = false;
	}

	if (!env || env->bg_mode != VS::ENV_BG_KEEP) {
		glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
	}

	VS::EnvironmentBG bg_mode = (!env || (probe && env->bg_mode == VS::ENV_BG_CANVAS)) ? VS::ENV_BG_CLEAR_COLOR : env->bg_mode; //if no environment, or canvas while rendering a probe (invalid use case), use color.

	if (env) {
		switch (bg_mode) {
			case VS::ENV_BG_COLOR_SKY:
			case VS::ENV_BG_SKY:

				sky = storage->sky_owner.getornull(env->sky);

				break;
			case VS::ENV_BG_CANVAS:
				//copy canvas to 3d buffer and convert it to linear

				glDisable(GL_BLEND);
				glDepthMask(GL_FALSE);
				glDisable(GL_DEPTH_TEST);
				glDisable(GL_CULL_FACE);

				WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
				glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);

				storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);

				storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);

				storage->shaders.copy.bind();

				_copy_screen(true, true);

				//turn off everything used
				storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
				storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);

				//restore
				glEnable(GL_BLEND);
				glDepthMask(GL_TRUE);
				glEnable(GL_DEPTH_TEST);
				glEnable(GL_CULL_FACE);
				break;
			case VS::ENV_BG_CAMERA_FEED:
				if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) {
					// copy our camera feed to our background

					glDisable(GL_BLEND);
					glDepthMask(GL_FALSE);
					glDisable(GL_DEPTH_TEST);
					glDisable(GL_CULL_FACE);

					storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, true);
					storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
					storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);

					if (feed->get_datatype() == CameraFeed::FEED_RGB) {
						RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE);

						VS::get_singleton()->texture_bind(camera_RGBA, 0);
					} else if (feed->get_datatype() == CameraFeed::FEED_YCBCR) {
						RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCBCR_IMAGE);

						VS::get_singleton()->texture_bind(camera_YCbCr, 0);

						storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);

					} else if (feed->get_datatype() == CameraFeed::FEED_YCBCR_SEP) {
						RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE);
						RID camera_CbCr = feed->get_texture(CameraServer::FEED_CBCR_IMAGE);

						VS::get_singleton()->texture_bind(camera_Y, 0);
						VS::get_singleton()->texture_bind(camera_CbCr, 1);

						storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, true);
						storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);
					};

					storage->shaders.copy.bind();
					storage->shaders.copy.set_uniform(CopyShaderGLES3::DISPLAY_TRANSFORM, feed->get_transform());

					_copy_screen(true, true);

					//turn off everything used
					storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, false);
					storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
					storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
					storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, false);
					storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, false);

					//restore
					glEnable(GL_BLEND);
					glDepthMask(GL_TRUE);
					glEnable(GL_DEPTH_TEST);
					glEnable(GL_CULL_FACE);
				} else {
					// don't have a feed, just show greenscreen :)
					clear_color = Color(0.0, 1.0, 0.0, 1.0);
				}
				break;
			default: {
			}
		}
	}

	if (probe && probe->probe_ptr->interior) {
		sky = nullptr; //for rendering probe interiors, radiance must not be used.
	}

	state.texscreen_copied = false;

	glBlendEquation(GL_FUNC_ADD);

	if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
		glEnable(GL_BLEND);
	} else {
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
		glDisable(GL_BLEND);
	}

	render_list.sort_by_key(false);

	if (state.directional_light_count == 0) {
		directional_light = nullptr;
		_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, sky, false, false, false, false, use_shadows);
	} else {
		for (int i = 0; i < state.directional_light_count; i++) {
			directional_light = directional_lights[i];
			if (i > 0) {
				glEnable(GL_BLEND);
			}
			_setup_directional_light(i, p_cam_transform.affine_inverse(), use_shadows);
			_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, sky, false, false, false, i > 0, use_shadows);
		}
	}

	state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);

	if (use_mrt) {
		GLenum gldb = GL_COLOR_ATTACHMENT0;
		glDrawBuffers(1, &gldb);
	}

	if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || (!storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW))) {
		/*
		if (use_mrt) {
			glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for sky, only diffuse/ambient matters
		*/

		if (sky && sky->panorama.is_valid()) {
			_draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
		}
	}

	//_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
	//glColorMask(1,1,1,1);

	//state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false);

	if (use_mrt) {
		_render_mrts(env, p_cam_projection);
	} else {
		// Here we have to do the blits/resolves that otherwise are done in the MRT rendering, in particular
		// - prepare screen texture for any geometry that uses a shader with screen texture
		// - prepare depth texture for any geometry that uses a shader with depth texture

		bool framebuffer_dirty = false;

		if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_screen_texture) {
			glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
			glReadBuffer(GL_COLOR_ATTACHMENT0);
			glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
			glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
			glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
			glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
			_blur_effect_buffer();
			framebuffer_dirty = true;
		}

		if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_depth_texture) {
			_prepare_depth_texture();
			framebuffer_dirty = true;
		}

		if (framebuffer_dirty) {
			// Restore framebuffer
			glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
			glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
		}
	}

	if (storage->frame.current_rt && state.used_depth_texture && storage->frame.current_rt->buffers.active) {
		_bind_depth_texture();
	}

	if (storage->frame.current_rt && state.used_screen_texture && storage->frame.current_rt->buffers.active) {
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 8);
		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
	}

	glEnable(GL_BLEND);
	glDepthMask(GL_TRUE);
	glEnable(GL_DEPTH_TEST);
	glDisable(GL_SCISSOR_TEST);

	render_list.sort_by_reverse_depth_and_priority(true);

	if (state.directional_light_count <= 1) {
		if (state.directional_light_count == 1) {
			directional_light = directional_lights[0];
			_setup_directional_light(0, p_cam_transform.affine_inverse(), use_shadows);
		} else {
			directional_light = nullptr;
		}
		_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, sky, false, true, false, false, use_shadows);
	} else {
		// special handling for multiple directional lights

		// first chunk_start
		int chunk_split = render_list.max_elements - render_list.alpha_element_count;

		while (chunk_split < render_list.max_elements) {
			int chunk_start = chunk_split;
			bool first = true;
			bool chunk_directional_add = false;
			uint32_t chunk_priority = 0;

			// determine chunk end
			for (; chunk_split < render_list.max_elements; chunk_split++) {
				bool directional_add = _element_needs_directional_add(render_list.elements[chunk_split]);
				uint32_t priority = uint32_t(render_list.elements[chunk_split]->sort_key >> RenderList::SORT_KEY_PRIORITY_SHIFT);
				if (first) {
					chunk_directional_add = directional_add;
					chunk_priority = priority;
					first = false;
				}
				if ((directional_add != chunk_directional_add) || (priority != chunk_priority)) {
					break;
				}
			}

			if (chunk_directional_add) {
				for (int i = 0; i < state.directional_light_count; i++) {
					directional_light = directional_lights[i];
					_setup_directional_light(i, p_cam_transform.affine_inverse(), use_shadows);
					_render_list(&render_list.elements[chunk_start], chunk_split - chunk_start, p_cam_transform, p_cam_projection, sky, false, true, false, i > 0, use_shadows);
				}
			} else {
				directional_light = nullptr;
				_render_list(&render_list.elements[chunk_start], chunk_split - chunk_start, p_cam_transform, p_cam_projection, sky, false, true, false, false, use_shadows);
			}
		}
	}

	if (probe) {
		//rendering a probe, do no more!
		return;
	}

	if (env && (env->dof_blur_far_enabled || env->dof_blur_near_enabled) && storage->frame.current_rt && storage->frame.current_rt->buffers.active) {
		_prepare_depth_texture();
	}
	_post_process(env, p_cam_projection);
	// Needed only for debugging
	/*	if (shadow_atlas && storage->frame.current_rt) {

		//_copy_texture_to_front_buffer(shadow_atlas->depth);
		storage->canvas->canvas_begin();
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
		storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
	}

	if (storage->frame.current_rt) {

		//_copy_texture_to_front_buffer(shadow_atlas->depth);
		storage->canvas->canvas_begin();
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, exposure_shrink[4].color);
		//glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
		storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 16, storage->frame.current_rt->height / 16), Rect2(0, 0, 1, 1));
	}

	if (reflection_atlas && storage->frame.current_rt) {

		//_copy_texture_to_front_buffer(shadow_atlas->depth);
		storage->canvas->canvas_begin();
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
		storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
	}

	if (directional_shadow.fbo) {

		//_copy_texture_to_front_buffer(shadow_atlas->depth);
		storage->canvas->canvas_begin();
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
		storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
	}

	if ( env_radiance_tex) {

		//_copy_texture_to_front_buffer(shadow_atlas->depth);
		storage->canvas->canvas_begin();
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, env_radiance_tex);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	}*/
	//disable all stuff
}

void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
	render_pass++;

	directional_light = nullptr;

	LightInstance *light_instance = light_instance_owner.getornull(p_light);
	ERR_FAIL_COND(!light_instance);
	RasterizerStorageGLES3::Light *light = storage->light_owner.getornull(light_instance->light);
	ERR_FAIL_COND(!light);

	uint32_t x, y, width, height;

	float dp_direction = 0.0;
	float zfar = 0;
	bool flip_facing = false;
	int custom_vp_size = 0;
	GLuint fbo;
	int current_cubemap = -1;
	float bias = 0;
	float normal_bias = 0;

	state.used_depth_prepass = false;

	CameraMatrix light_projection;
	Transform light_transform;

	if (light->type == VS::LIGHT_DIRECTIONAL) {
		//set pssm stuff
		if (light_instance->last_scene_shadow_pass != scene_pass) {
			//assign rect if unassigned
			light_instance->light_directional_index = directional_shadow.current_light;
			light_instance->last_scene_shadow_pass = scene_pass;
			directional_shadow.current_light++;

			if (directional_shadow.light_count == 1) {
				light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size);
			} else if (directional_shadow.light_count == 2) {
				light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size / 2);
				if (light_instance->light_directional_index == 1) {
					light_instance->directional_rect.position.y += light_instance->directional_rect.size.y;
				}
			} else { //3 and 4
				light_instance->directional_rect = Rect2(0, 0, directional_shadow.size / 2, directional_shadow.size / 2);
				if (light_instance->light_directional_index & 1) {
					light_instance->directional_rect.position.x += light_instance->directional_rect.size.x;
				}
				if (light_instance->light_directional_index / 2) {
					light_instance->directional_rect.position.y += light_instance->directional_rect.size.y;
				}
			}
		}

		light_projection = light_instance->shadow_transform[p_pass].camera;
		light_transform = light_instance->shadow_transform[p_pass].transform;

		x = light_instance->directional_rect.position.x;
		y = light_instance->directional_rect.position.y;
		width = light_instance->directional_rect.size.x;
		height = light_instance->directional_rect.size.y;

		if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS || light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
			width /= 2;
			height /= 2;

			if (p_pass == 1) {
				x += width;
			} else if (p_pass == 2) {
				y += height;
			} else if (p_pass == 3) {
				x += width;
				y += height;
			}

		} else if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
			height /= 2;

			if (p_pass == 0) {
			} else {
				y += height;
			}
		}

		float bias_mult = Math::lerp(1.0f, light_instance->shadow_transform[p_pass].bias_scale, light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]);
		zfar = light->param[VS::LIGHT_PARAM_RANGE];
		bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * bias_mult;
		normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult;
		fbo = directional_shadow.fbo;

	} else {
		//set from shadow atlas

		ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
		ERR_FAIL_COND(!shadow_atlas);
		ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));

		fbo = shadow_atlas->fbo;

		uint32_t key = shadow_atlas->shadow_owners[p_light];

		uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
		uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;

		ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());

		uint32_t quadrant_size = shadow_atlas->size >> 1;

		x = (quadrant & 1) * quadrant_size;
		y = (quadrant >> 1) * quadrant_size;

		uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
		x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
		y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;

		width = shadow_size;
		height = shadow_size;

		if (light->type == VS::LIGHT_OMNI) {
			if (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE) {
				int cubemap_index = shadow_cubemaps.size() - 1;

				for (int i = shadow_cubemaps.size() - 1; i >= 0; i--) {
					//find appropriate cubemap to render to
					if (shadow_cubemaps[i].size > shadow_size) {
						break;
					}

					cubemap_index = i;
				}

				fbo = shadow_cubemaps[cubemap_index].fbo_id[p_pass];
				light_projection = light_instance->shadow_transform[0].camera;
				light_transform = light_instance->shadow_transform[0].transform;
				custom_vp_size = shadow_cubemaps[cubemap_index].size;
				zfar = light->param[VS::LIGHT_PARAM_RANGE];

				current_cubemap = cubemap_index;

			} else {
				light_projection = light_instance->shadow_transform[0].camera;
				light_transform = light_instance->shadow_transform[0].transform;

				if (light->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
					height /= 2;
					y += p_pass * height;
				} else {
					width /= 2;
					x += p_pass * width;
				}

				dp_direction = p_pass == 0 ? 1.0 : -1.0;
				flip_facing = (p_pass == 1);
				zfar = light->param[VS::LIGHT_PARAM_RANGE];
				bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS];

				state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID, true);
			}

		} else if (light->type == VS::LIGHT_SPOT) {
			light_projection = light_instance->shadow_transform[0].camera;
			light_transform = light_instance->shadow_transform[0].transform;

			dp_direction = 1.0;
			flip_facing = false;
			zfar = light->param[VS::LIGHT_PARAM_RANGE];
			bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS];
			normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS];
		}
	}

	render_list.clear();
	_fill_render_list(p_cull_result, p_cull_count, true, true);

	render_list.sort_by_depth(false); //shadow is front to back for performance

	glDisable(GL_BLEND);
	glDisable(GL_DITHER);
	glEnable(GL_DEPTH_TEST);
	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
	glDepthMask(true);
	glColorMask(0, 0, 0, 0);

	if (custom_vp_size) {
		glViewport(0, 0, custom_vp_size, custom_vp_size);
		glScissor(0, 0, custom_vp_size, custom_vp_size);

	} else {
		glViewport(x, y, width, height);
		glScissor(x, y, width, height);
	}

	glEnable(GL_SCISSOR_TEST);
	glClearDepth(1.0f);
	glClear(GL_DEPTH_BUFFER_BIT);
	glDisable(GL_SCISSOR_TEST);

	state.ubo_data.z_offset = bias;
	state.ubo_data.z_slope_scale = normal_bias;
	state.ubo_data.shadow_dual_paraboloid_render_side = dp_direction;
	state.ubo_data.shadow_dual_paraboloid_render_zfar = zfar;
	state.ubo_data.opaque_prepass_threshold = 0.1;

	if (storage->config.async_compilation_enabled) {
		// Avoid GL UB message id 131222 caused by shadow samplers not properly set up in the ubershader
		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
		glBindTexture(GL_TEXTURE_2D, storage->resources.depth_tex);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
	}

	_setup_environment(nullptr, light_projection, light_transform);

	state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true);

	if (light->reverse_cull) {
		flip_facing = !flip_facing;
	}
	_render_list(render_list.elements, render_list.element_count, light_transform, light_projection, nullptr, flip_facing, false, true, false, false);

	state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false);
	state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID, false);

	if (light->type == VS::LIGHT_OMNI && light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && p_pass == 5) {
		//convert the chosen cubemap to dual paraboloid!

		ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);

		glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo);
		state.cube_to_dp_shader.bind();

		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_CUBE_MAP, shadow_cubemaps[current_cubemap].cubemap);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE);
		glDisable(GL_CULL_FACE);

		for (int i = 0; i < 2; i++) {
			state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_FLIP, i == 1);
			state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_NEAR, light_projection.get_z_near());
			state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_FAR, light_projection.get_z_far());
			state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::BIAS, light->param[VS::LIGHT_PARAM_SHADOW_BIAS]);

			uint32_t local_width = width, local_height = height;
			uint32_t local_x = x, local_y = y;
			if (light->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
				local_height /= 2;
				local_y += i * local_height;
			} else {
				local_width /= 2;
				local_x += i * local_width;
			}

			glViewport(local_x, local_y, local_width, local_height);
			glScissor(local_x, local_y, local_width, local_height);
			glEnable(GL_SCISSOR_TEST);
			glClearDepth(1.0f);
			glClear(GL_DEPTH_BUFFER_BIT);
			glDisable(GL_SCISSOR_TEST);
			//glDisable(GL_DEPTH_TEST);
			glDisable(GL_BLEND);

			_copy_screen();
		}
	}

	glColorMask(1, 1, 1, 1);
}

void RasterizerSceneGLES3::set_scene_pass(uint64_t p_pass) {
	scene_pass = p_pass;
}

bool RasterizerSceneGLES3::free(RID p_rid) {
	if (light_instance_owner.owns(p_rid)) {
		LightInstance *light_instance = light_instance_owner.getptr(p_rid);

		// Make sure first_directional_light is invalidated
		if (p_rid == first_directional_light) {
			first_directional_light = RID();
		}

		//remove from shadow atlases..
		for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
			ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(E->get());
			ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
			uint32_t key = shadow_atlas->shadow_owners[p_rid];
			uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
			uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;

			shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
			shadow_atlas->shadow_owners.erase(p_rid);
		}

		light_instance_owner.free(p_rid);
		memdelete(light_instance);

	} else if (shadow_atlas_owner.owns(p_rid)) {
		ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(p_rid);
		shadow_atlas_set_size(p_rid, 0);
		shadow_atlas_owner.free(p_rid);
		memdelete(shadow_atlas);
	} else if (reflection_atlas_owner.owns(p_rid)) {
		ReflectionAtlas *reflection_atlas = reflection_atlas_owner.get(p_rid);
		reflection_atlas_set_size(p_rid, 0);
		reflection_atlas_owner.free(p_rid);
		memdelete(reflection_atlas);
	} else if (reflection_probe_instance_owner.owns(p_rid)) {
		ReflectionProbeInstance *reflection_instance = reflection_probe_instance_owner.get(p_rid);

		reflection_probe_release_atlas_index(p_rid);
		reflection_probe_instance_owner.free(p_rid);
		memdelete(reflection_instance);

	} else if (environment_owner.owns(p_rid)) {
		Environment *environment = environment_owner.get(p_rid);

		environment_owner.free(p_rid);
		memdelete(environment);

	} else if (gi_probe_instance_owner.owns(p_rid)) {
		GIProbeInstance *gi_probe_instance = gi_probe_instance_owner.get(p_rid);

		gi_probe_instance_owner.free(p_rid);
		memdelete(gi_probe_instance);

	} else {
		return false;
	}

	return true;
}

void RasterizerSceneGLES3::set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) {
	state.debug_draw = p_debug_draw;
}

void RasterizerSceneGLES3::initialize() {
	render_pass = 0;

	state.scene_shader.init();

	{
		//default material and shader

		default_shader = RID_PRIME(storage->shader_create());
		storage->shader_set_code(default_shader, "shader_type spatial;\n");
		default_material = RID_PRIME(storage->material_create());
		storage->material_set_shader(default_material, default_shader);

		default_shader_twosided = RID_PRIME(storage->shader_create());
		default_material_twosided = RID_PRIME(storage->material_create());
		storage->shader_set_code(default_shader_twosided, "shader_type spatial; render_mode cull_disabled;\n");
		storage->material_set_shader(default_material_twosided, default_shader_twosided);

		//default for shaders using world coordinates (typical for triplanar)

		default_worldcoord_shader = RID_PRIME(storage->shader_create());
		storage->shader_set_code(default_worldcoord_shader, "shader_type spatial; render_mode world_vertex_coords;\n");
		default_worldcoord_material = RID_PRIME(storage->material_create());
		storage->material_set_shader(default_worldcoord_material, default_worldcoord_shader);

		default_worldcoord_shader_twosided = RID_PRIME(storage->shader_create());
		default_worldcoord_material_twosided = RID_PRIME(storage->material_create());
		storage->shader_set_code(default_worldcoord_shader_twosided, "shader_type spatial; render_mode cull_disabled,world_vertex_coords;\n");
		storage->material_set_shader(default_worldcoord_material_twosided, default_worldcoord_shader_twosided);
	}

	{
		//default material and shader

		default_overdraw_shader = RID_PRIME(storage->shader_create());
		// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
		storage->shader_set_code(default_overdraw_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.1; }");
		default_overdraw_material = RID_PRIME(storage->material_create());
		storage->material_set_shader(default_overdraw_material, default_overdraw_shader);
	}

	glGenBuffers(1, &state.scene_ubo);
	glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(State::SceneDataUBO), &state.scene_ubo, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	glGenBuffers(1, &state.env_radiance_ubo);
	glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_ubo, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_elements", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_elements", PROPERTY_HINT_RANGE, "1024,65536,1"));
	render_list.max_lights = GLOBAL_DEF("rendering/limits/rendering/max_renderable_lights", (int)RenderList::DEFAULT_MAX_LIGHTS);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_lights", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_lights", PROPERTY_HINT_RANGE, "16,4096,1"));
	render_list.max_reflections = GLOBAL_DEF("rendering/limits/rendering/max_renderable_reflections", (int)RenderList::DEFAULT_MAX_REFLECTIONS);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_reflections", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_reflections", PROPERTY_HINT_RANGE, "8,1024,1"));
	render_list.max_lights_per_object = GLOBAL_DEF_RST("rendering/limits/rendering/max_lights_per_object", (int)RenderList::DEFAULT_MAX_LIGHTS_PER_OBJECT);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_lights_per_object", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_lights_per_object", PROPERTY_HINT_RANGE, "8,1024,1"));

	{
		//quad buffers

		glGenBuffers(1, &state.sky_verts);
		glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts);
		glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, nullptr, GL_DYNAMIC_DRAW);
		glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind

		glGenVertexArrays(1, &state.sky_array);
		glBindVertexArray(state.sky_array);
		glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts);
		glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, nullptr);
		glEnableVertexAttribArray(VS::ARRAY_VERTEX);
		glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, CAST_INT_TO_UCHAR_PTR(sizeof(Vector3)));
		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glBindVertexArray(0);
		glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
	}
	render_list.init();
	state.cube_to_dp_shader.init();

	shadow_atlas_realloc_tolerance_msec = 500;

	int max_shadow_cubemap_sampler_size = MIN(int(GLOBAL_GET("rendering/quality/shadow_atlas/cubemap_size")), storage->config.max_cubemap_texture_size);

	int cube_size = max_shadow_cubemap_sampler_size;

	WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);

	while (cube_size >= 32) {
		ShadowCubeMap cube;
		cube.size = cube_size;

		glGenTextures(1, &cube.cubemap);
		glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap);
		//gen cubemap first
		for (int i = 0; i < 6; i++) {
			glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT24, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
		}

		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		// Remove artifact on the edges of the shadowmap
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);

		//gen renderbuffers second, because it needs a complete cubemap
		for (int i = 0; i < 6; i++) {
			glGenFramebuffers(1, &cube.fbo_id[i]);
			glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo_id[i]);
			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, _cube_side_enum[i], cube.cubemap, 0);

			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
			ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
		}

		shadow_cubemaps.push_back(cube);

		cube_size >>= 1;
	}

	directional_shadow_create();

	{
		//spot and omni ubos

		// SPECIAL CASE for GL_MAX_UNIFORM_BLOCK_SIZE.
		// Under ANGLE, in some situations this will return INT32_MAX + 1
		// (or very high values).
		// This seems to be because ANGLE supports system memory backing,
		// but the true hardware GPU max may be lower.
		// Afaik we have no way of querying this hardware supported value.
		// We also ideally want to take advantage of GPUs that *do* support large uniform
		// blocks in hardware (although this is probably not taken advantage of in Godot 3.x currently).

		// This logic is thus a compromise.
		int max_ubo_size = RasterizerStorageGLES3::safe_gl_get_integer(GL_MAX_UNIFORM_BLOCK_SIZE);

		// Some maximum we are likely to currently need, currently 1 meg.
		// Not really necessary but provides a small guard against excessive sizes.
		max_ubo_size = MIN(max_ubo_size, 1024 * 1024);

		const int ubo_light_size = 160;
		state.ubo_light_size = ubo_light_size;
		state.max_ubo_lights = MIN(render_list.max_lights, max_ubo_size / ubo_light_size);

		state.spot_array_tmp = (uint8_t *)memalloc(ubo_light_size * state.max_ubo_lights);
		state.omni_array_tmp = (uint8_t *)memalloc(ubo_light_size * state.max_ubo_lights);

		glGenBuffers(1, &state.spot_array_ubo);
		glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo);
		glBufferData(GL_UNIFORM_BUFFER, ubo_light_size * state.max_ubo_lights, nullptr, GL_DYNAMIC_DRAW);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);

		glGenBuffers(1, &state.omni_array_ubo);
		glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo);
		glBufferData(GL_UNIFORM_BUFFER, ubo_light_size * state.max_ubo_lights, nullptr, GL_DYNAMIC_DRAW);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);

		glGenBuffers(1, &state.directional_ubo);
		glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo);
		glBufferData(GL_UNIFORM_BUFFER, sizeof(LightDataUBO), nullptr, GL_DYNAMIC_DRAW);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);

		state.max_forward_lights_per_object = MIN(state.max_ubo_lights, render_list.max_lights_per_object);

		state.scene_shader.add_custom_define("#define MAX_LIGHT_DATA_STRUCTS " + itos(state.max_ubo_lights) + "\n");
		state.scene_shader.add_custom_define("#define MAX_FORWARD_LIGHTS " + itos(state.max_forward_lights_per_object) + "\n");

		state.max_ubo_reflections = MIN(render_list.max_reflections, max_ubo_size / (int)sizeof(ReflectionProbeDataUBO));

		state.reflection_array_tmp = (uint8_t *)memalloc(sizeof(ReflectionProbeDataUBO) * state.max_ubo_reflections);

		glGenBuffers(1, &state.reflection_array_ubo);
		glBindBuffer(GL_UNIFORM_BUFFER, state.reflection_array_ubo);
		glBufferData(GL_UNIFORM_BUFFER, sizeof(ReflectionProbeDataUBO) * state.max_ubo_reflections, nullptr, GL_DYNAMIC_DRAW);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);

		state.scene_shader.add_custom_define("#define MAX_REFLECTION_DATA_STRUCTS " + itos(state.max_ubo_reflections) + "\n");

		state.max_skeleton_bones = MIN(2048, max_ubo_size / (12 * sizeof(float)));
		state.scene_shader.add_custom_define("#define MAX_SKELETON_BONES " + itos(state.max_skeleton_bones) + "\n");
	}

	shadow_filter_mode = SHADOW_FILTER_NEAREST;

	{ //reflection cubemaps
		int max_reflection_cubemap_sampler_size = 512;

		int rcube_size = max_reflection_cubemap_sampler_size;

		WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);

		bool use_float = true;

		GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2;
		GLenum format = GL_RGBA;
		GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV;

		while (rcube_size >= 32) {
			ReflectionCubeMap cube;
			cube.size = rcube_size;

			glGenTextures(1, &cube.depth);
			glBindTexture(GL_TEXTURE_2D, cube.depth);
			glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

			glGenTextures(1, &cube.cubemap);
			glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap);
			//gen cubemap first
			for (int i = 0; i < 6; i++) {
				glTexImage2D(_cube_side_enum[i], 0, internal_format, cube.size, cube.size, 0, format, type, nullptr);
			}

			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
			// Remove artifact on the edges of the reflectionmap
			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);

			//gen renderbuffers second, because it needs a complete cubemap
			for (int i = 0; i < 6; i++) {
				glGenFramebuffers(1, &cube.fbo_id[i]);
				glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo_id[i]);
				glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], cube.cubemap, 0);
				glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, cube.depth, 0);

				GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
				ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
			}

			reflection_cubemaps.push_back(cube);

			rcube_size >>= 1;
		}
	}

	{
		uint32_t immediate_buffer_size = GLOBAL_DEF("rendering/limits/buffers/immediate_buffer_size_kb", 2048);
		ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/immediate_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/immediate_buffer_size_kb", PROPERTY_HINT_RANGE, "0,8192,1,or_greater"));

		glGenBuffers(1, &state.immediate_buffer);
		glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer);
		glBufferData(GL_ARRAY_BUFFER, immediate_buffer_size * 1024, nullptr, GL_DYNAMIC_DRAW);
		glBindBuffer(GL_ARRAY_BUFFER, 0);

		glGenVertexArrays(1, &state.immediate_array);
	}

#ifdef GLES_OVER_GL
	//"desktop" opengl needs this.
	glEnable(GL_PROGRAM_POINT_SIZE);

#endif

	state.resolve_shader.init();
	state.ssr_shader.init();
	state.effect_blur_shader.init();
	state.sss_shader.init();
	state.ssao_minify_shader.init();
	state.ssao_shader.init();
	state.ssao_blur_shader.init();
	state.exposure_shader.init();
	state.tonemap_shader.init();

	{
		GLOBAL_DEF("rendering/quality/subsurface_scattering/quality", 1);
		ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/quality", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/quality", PROPERTY_HINT_ENUM, "Low,Medium,High"));
		GLOBAL_DEF("rendering/quality/subsurface_scattering/scale", 1.0);
		ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/scale", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/scale", PROPERTY_HINT_RANGE, "0.01,8,0.01"));
		GLOBAL_DEF("rendering/quality/subsurface_scattering/follow_surface", false);
		GLOBAL_DEF("rendering/quality/subsurface_scattering/weight_samples", true);

		GLOBAL_DEF("rendering/quality/voxel_cone_tracing/high_quality", false);
	}

	exposure_shrink_size = 243;
	int max_exposure_shrink_size = exposure_shrink_size;

	while (max_exposure_shrink_size > 0) {
		RasterizerStorageGLES3::RenderTarget::Exposure e;

		glGenFramebuffers(1, &e.fbo);
		glBindFramebuffer(GL_FRAMEBUFFER, e.fbo);

		glGenTextures(1, &e.color);
		glBindTexture(GL_TEXTURE_2D, e.color);

		if (storage->config.framebuffer_float_supported) {
			glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, nullptr);
		} else if (storage->config.framebuffer_half_float_supported) {
			glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_HALF_FLOAT, nullptr);
		} else {
			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_UNSIGNED_INT_2_10_10_10_REV, nullptr);
		}

		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e.color, 0);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		exposure_shrink.push_back(e);
		max_exposure_shrink_size /= 3;

		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
		ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
	}

	state.debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED;

	glFrontFace(GL_CW);

	if (storage->config.async_compilation_enabled) {
		state.scene_shader.init_async_compilation();
	}
}

void RasterizerSceneGLES3::iteration() {
	shadow_filter_mode = ShadowFilterMode(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));

	const int directional_shadow_size_new = next_power_of_2(int(GLOBAL_GET("rendering/quality/directional_shadow/size")));
	if (directional_shadow_size != directional_shadow_size_new) {
		directional_shadow_size = directional_shadow_size_new;
		directional_shadow_create();
	}

	subsurface_scatter_follow_surface = GLOBAL_GET("rendering/quality/subsurface_scattering/follow_surface");
	subsurface_scatter_weight_samples = GLOBAL_GET("rendering/quality/subsurface_scattering/weight_samples");
	subsurface_scatter_quality = SubSurfaceScatterQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/quality")));
	subsurface_scatter_size = GLOBAL_GET("rendering/quality/subsurface_scattering/scale");

	storage->config.use_lightmap_filter_bicubic = GLOBAL_GET("rendering/quality/lightmapping/use_bicubic_sampling");
	state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP_FILTER_BICUBIC, storage->config.use_lightmap_filter_bicubic);
	state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, GLOBAL_GET("rendering/quality/voxel_cone_tracing/high_quality"));
}

void RasterizerSceneGLES3::finalize() {
}

RasterizerSceneGLES3::RasterizerSceneGLES3() {
	directional_shadow_size = next_power_of_2(int(GLOBAL_GET("rendering/quality/directional_shadow/size")));
}

RasterizerSceneGLES3::~RasterizerSceneGLES3() {
	storage->free(default_material);
	default_material = RID();
	storage->free(default_material_twosided);
	default_material_twosided = RID();
	storage->free(default_shader);
	default_shader = RID();
	storage->free(default_shader_twosided);
	default_shader_twosided = RID();

	storage->free(default_worldcoord_material);
	default_worldcoord_material = RID();
	storage->free(default_worldcoord_material_twosided);
	default_worldcoord_material_twosided = RID();
	storage->free(default_worldcoord_shader);
	default_worldcoord_shader = RID();
	storage->free(default_worldcoord_shader_twosided);
	default_worldcoord_shader_twosided = RID();

	storage->free(default_overdraw_material);
	default_overdraw_material = RID();
	storage->free(default_overdraw_shader);
	default_overdraw_shader = RID();

	memfree(state.spot_array_tmp);
	memfree(state.omni_array_tmp);
	memfree(state.reflection_array_tmp);
}
