text: /*************************************************************************/
  /*  rasterizer_storage_gles3.cpp                                         */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
  /*                                                                       */
  /* 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 */
  /* the following conditions:                                             */
  /*                                                                       */
  /* 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,       */
  /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
  /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
  /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  
  #include "rasterizer_storage_gles3.h"
  #include "core/engine.h"
  #include "core/project_settings.h"
  #include "rasterizer_canvas_gles3.h"
  #include "rasterizer_scene_gles3.h"
  
  /* TEXTURE API */
  
  #define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
  #define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
  #define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
  #define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
  
  #define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54
  #define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55
  #define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56
  #define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57
  
  #define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
  #define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
  #define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
  
  #define _EXT_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70
  #define _EXT_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71
  #define _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72
  #define _EXT_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73
  
  #define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
  #define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
  #define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
  #define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
  #define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
  #define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
  #define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
  #define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
  #define _EXT_ETC1_RGB8_OES 0x8D64
  
  #define _EXT_SLUMINANCE_NV 0x8C46
  #define _EXT_SLUMINANCE_ALPHA_NV 0x8C44
  #define _EXT_SRGB8_NV 0x8C41
  #define _EXT_SLUMINANCE8_NV 0x8C47
  #define _EXT_SLUMINANCE8_ALPHA8_NV 0x8C45
  
  #define _EXT_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C
  #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D
  #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E
  #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F
  
  #define _EXT_ATC_RGB_AMD 0x8C92
  #define _EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93
  #define _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE
  
  #define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
  
  #define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
  #define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
  #define _GL_MAX_TESS_GEN_LEVEL 0x8E7E
  
  #define _EXT_COMPRESSED_R11_EAC 0x9270
  #define _EXT_COMPRESSED_SIGNED_R11_EAC 0x9271
  #define _EXT_COMPRESSED_RG11_EAC 0x9272
  #define _EXT_COMPRESSED_SIGNED_RG11_EAC 0x9273
  #define _EXT_COMPRESSED_RGB8_ETC2 0x9274
  #define _EXT_COMPRESSED_SRGB8_ETC2 0x9275
  #define _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
  #define _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
  #define _EXT_COMPRESSED_RGBA8_ETC2_EAC 0x9278
  #define _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
  
  #define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
  #define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
  #define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
  #define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
  
  #define _GL_TEXTURE_EXTERNAL_OES 0x8D65
  
  #ifndef GLES_OVER_GL
  #define glClearDepth glClearDepthf
  #endif
  
  #ifdef __EMSCRIPTEN__
  #include <emscripten/emscripten.h>
  
  void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data) {
  	/* clang-format off */
  	EM_ASM({
  	    GLctx.getBufferSubData($0, $1, HEAPU8, $2, $3);
  	}, target, offset, data, size);
  	/* clang-format on */
  }
  #endif
  
  void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type) {
  #ifdef GLES_OVER_GL
  
  	for (int i = 0; i < levels; i++) {
  		glTexImage2D(target, i, internalformat, width, height, 0, format, type, nullptr);
  		width = MAX(1, (width / 2));
  		height = MAX(1, (height / 2));
  	}
  
  #else
  	glTexStorage2D(target, levels, internalformat, width, height);
  #endif
  }
  
  GLuint RasterizerStorageGLES3::system_fbo = 0;
  
  Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool &r_srgb, bool p_force_decompress) const {
  	r_compressed = false;
  	r_gl_format = 0;
  	r_real_format = p_format;
  	Ref<Image> image = p_image;
  	r_srgb = false;
  
  	bool need_decompress = false;
  
  	switch (p_format) {
  		case Image::FORMAT_L8: {
  #ifdef GLES_OVER_GL
  			r_gl_internal_format = GL_R8;
  			r_gl_format = GL_RED;
  			r_gl_type = GL_UNSIGNED_BYTE;
  #else
  			r_gl_internal_format = GL_LUMINANCE;
  			r_gl_format = GL_LUMINANCE;
  			r_gl_type = GL_UNSIGNED_BYTE;
  #endif
  		} break;
  		case Image::FORMAT_LA8: {
  #ifdef GLES_OVER_GL
  			r_gl_internal_format = GL_RG8;
  			r_gl_format = GL_RG;
  			r_gl_type = GL_UNSIGNED_BYTE;
  #else
  			r_gl_internal_format = GL_LUMINANCE_ALPHA;
  			r_gl_format = GL_LUMINANCE_ALPHA;
  			r_gl_type = GL_UNSIGNED_BYTE;
  #endif
  		} break;
  		case Image::FORMAT_R8: {
  			r_gl_internal_format = GL_R8;
  			r_gl_format = GL_RED;
  			r_gl_type = GL_UNSIGNED_BYTE;
  
  		} break;
  		case Image::FORMAT_RG8: {
  			r_gl_internal_format = GL_RG8;
  			r_gl_format = GL_RG;
  			r_gl_type = GL_UNSIGNED_BYTE;
  
  		} break;
  		case Image::FORMAT_RGB8: {
  			r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? GL_SRGB8 : GL_RGB8;
  			r_gl_format = GL_RGB;
  			r_gl_type = GL_UNSIGNED_BYTE;
  			r_srgb = true;
  
  		} break;
  		case Image::FORMAT_RGBA8: {
  			r_gl_format = GL_RGBA;
  			r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
  			r_gl_type = GL_UNSIGNED_BYTE;
  			r_srgb = true;
  
  		} break;
  		case Image::FORMAT_RGBA4444: {
  			r_gl_internal_format = GL_RGBA4;
  			r_gl_format = GL_RGBA;
  			r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
  
  		} break;
  		case Image::FORMAT_RGBA5551: {
  			r_gl_internal_format = GL_RGB5_A1;
  			r_gl_format = GL_RGBA;
  			r_gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
  
  		} break;
  		case Image::FORMAT_RF: {
  			r_gl_internal_format = GL_R32F;
  			r_gl_format = GL_RED;
  			r_gl_type = GL_FLOAT;
  
  		} break;
  		case Image::FORMAT_RGF: {
  			r_gl_internal_format = GL_RG32F;
  			r_gl_format = GL_RG;
  			r_gl_type = GL_FLOAT;
  
  		} break;
  		case Image::FORMAT_RGBF: {
  			r_gl_internal_format = GL_RGB32F;
  			r_gl_format = GL_RGB;
  			r_gl_type = GL_FLOAT;
  
  		} break;
  		case Image::FORMAT_RGBAF: {
  			r_gl_internal_format = GL_RGBA32F;
  			r_gl_format = GL_RGBA;
  			r_gl_type = GL_FLOAT;
  
  		} break;
  		case Image::FORMAT_RH: {
  			r_gl_internal_format = GL_R16F;
  			r_gl_format = GL_RED;
  			r_gl_type = GL_HALF_FLOAT;
  		} break;
  		case Image::FORMAT_RGH: {
  			r_gl_internal_format = GL_RG16F;
  			r_gl_format = GL_RG;
  			r_gl_type = GL_HALF_FLOAT;
  
  		} break;
  		case Image::FORMAT_RGBH: {
  			r_gl_internal_format = GL_RGB16F;
  			r_gl_format = GL_RGB;
  			r_gl_type = GL_HALF_FLOAT;
  
  		} break;
  		case Image::FORMAT_RGBAH: {
  			r_gl_internal_format = GL_RGBA16F;
  			r_gl_format = GL_RGBA;
  			r_gl_type = GL_HALF_FLOAT;
  
  		} break;
  		case Image::FORMAT_RGBE9995: {
  			r_gl_internal_format = GL_RGB9_E5;
  			r_gl_format = GL_RGB;
  			r_gl_type = GL_UNSIGNED_INT_5_9_9_9_REV;
  
  		} break;
  		case Image::FORMAT_DXT1: {
  			if (config.s3tc_supported) {
  				r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  				r_gl_format = GL_RGBA;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  				r_srgb = true;
  
  			} else {
  				need_decompress = true;
  			}
  
  		} break;
  		case Image::FORMAT_DXT3: {
  			if (config.s3tc_supported) {
  				r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  				r_gl_format = GL_RGBA;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  				r_srgb = true;
  
  			} else {
  				need_decompress = true;
  			}
  
  		} break;
  		case Image::FORMAT_DXT5: {
  			if (config.s3tc_supported) {
  				r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  				r_gl_format = GL_RGBA;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  				r_srgb = true;
  
  			} else {
  				need_decompress = true;
  			}
  
  		} break;
  		case Image::FORMAT_RGTC_R: {
  			if (config.rgtc_supported) {
  				r_gl_internal_format = _EXT_COMPRESSED_RED_RGTC1_EXT;
  				r_gl_format = GL_RGBA;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  
  			} else {
  				need_decompress = true;
  			}
  
  		} break;
  		case Image::FORMAT_RGTC_RG: {
  			if (config.rgtc_supported) {
  				r_gl_internal_format = _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT;
  				r_gl_format = GL_RGBA;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  			} else {
  				need_decompress = true;
  			}
  
  		} break;
  		case Image::FORMAT_BPTC_RGBA: {
  			if (config.bptc_supported) {
  				r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM : _EXT_COMPRESSED_RGBA_BPTC_UNORM;
  				r_gl_format = GL_RGBA;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  				r_srgb = true;
  
  			} else {
  				need_decompress = true;
  			}
  		} break;
  		case Image::FORMAT_BPTC_RGBF: {
  			if (config.bptc_supported) {
  				r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
  				r_gl_format = GL_RGB;
  				r_gl_type = GL_FLOAT;
  				r_compressed = true;
  			} else {
  				need_decompress = true;
  			}
  		} break;
  		case Image::FORMAT_BPTC_RGBFU: {
  			if (config.bptc_supported) {
  				r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
  				r_gl_format = GL_RGB;
  				r_gl_type = GL_FLOAT;
  				r_compressed = true;
  			} else {
  				need_decompress = true;
  			}
  		} break;
  		case Image::FORMAT_PVRTC2: {
  			if (config.pvrtc_supported) {
  				r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  				r_gl_format = GL_RGBA;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  				r_srgb = true;
  
  			} else {
  				need_decompress = true;
  			}
  		} break;
  		case Image::FORMAT_PVRTC2A: {
  			if (config.pvrtc_supported) {
  				r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  				r_gl_format = GL_RGBA;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  				r_srgb = true;
  
  			} else {
  				need_decompress = true;
  			}
  
  		} break;
  		case Image::FORMAT_PVRTC4: {
  			if (config.pvrtc_supported) {
  				r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  				r_gl_format = GL_RGBA;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  				r_srgb = true;
  
  			} else {
  				need_decompress = true;
  			}
  
  		} break;
  		case Image::FORMAT_PVRTC4A: {
  			if (config.pvrtc_supported) {
  				r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  				r_gl_format = GL_RGBA;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  				r_srgb = true;
  
  			} else {
  				need_decompress = true;
  			}
  
  		} break;
  		case Image::FORMAT_ETC: {
  			if (config.etc_supported) {
  				r_gl_internal_format = _EXT_ETC1_RGB8_OES;
  				r_gl_format = GL_RGBA;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  
  			} else {
  				need_decompress = true;
  			}
  
  		} break;
  		case Image::FORMAT_ETC2_R11: {
  			if (config.etc2_supported) {
  				r_gl_internal_format = _EXT_COMPRESSED_R11_EAC;
  				r_gl_format = GL_RED;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  
  			} else {
  				need_decompress = true;
  			}
  		} break;
  		case Image::FORMAT_ETC2_R11S: {
  			if (config.etc2_supported) {
  				r_gl_internal_format = _EXT_COMPRESSED_SIGNED_R11_EAC;
  				r_gl_format = GL_RED;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  
  			} else {
  				need_decompress = true;
  			}
  		} break;
  		case Image::FORMAT_ETC2_RG11: {
  			if (config.etc2_supported) {
  				r_gl_internal_format = _EXT_COMPRESSED_RG11_EAC;
  				r_gl_format = GL_RG;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  
  			} else {
  				need_decompress = true;
  			}
  		} break;
  		case Image::FORMAT_ETC2_RG11S: {
  			if (config.etc2_supported) {
  				r_gl_internal_format = _EXT_COMPRESSED_SIGNED_RG11_EAC;
  				r_gl_format = GL_RG;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  
  			} else {
  				need_decompress = true;
  			}
  		} break;
  		case Image::FORMAT_ETC2_RGB8: {
  			if (config.etc2_supported) {
  				r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB8_ETC2 : _EXT_COMPRESSED_RGB8_ETC2;
  				r_gl_format = GL_RGB;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  				r_srgb = true;
  
  			} else {
  				need_decompress = true;
  			}
  		} break;
  		case Image::FORMAT_ETC2_RGBA8: {
  			if (config.etc2_supported) {
  				r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : _EXT_COMPRESSED_RGBA8_ETC2_EAC;
  				r_gl_format = GL_RGBA;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  				r_srgb = true;
  
  			} else {
  				need_decompress = true;
  			}
  		} break;
  		case Image::FORMAT_ETC2_RGB8A1: {
  			if (config.etc2_supported) {
  				r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
  				r_gl_format = GL_RGBA;
  				r_gl_type = GL_UNSIGNED_BYTE;
  				r_compressed = true;
  				r_srgb = true;
  
  			} else {
  				need_decompress = true;
  			}
  		} break;
  		default: {
  			ERR_FAIL_V(Ref<Image>());
  		}
  	}
  
  	if (need_decompress || p_force_decompress) {
  		if (!image.is_null()) {
  			image = image->duplicate();
  			image->decompress();
  			ERR_FAIL_COND_V(image->is_compressed(), image);
  			image->convert(Image::FORMAT_RGBA8);
  		}
  
  		r_gl_format = GL_RGBA;
  		r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
  		r_gl_type = GL_UNSIGNED_BYTE;
  		r_compressed = false;
  		r_real_format = Image::FORMAT_RGBA8;
  		r_srgb = true;
  
  		return image;
  	}
  
  	return image;
  }
  
  static const GLenum _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,
  
  };
  
  RID RasterizerStorageGLES3::texture_create() {
  	Texture *texture = memnew(Texture);
  	ERR_FAIL_COND_V(!texture, RID());
  	glGenTextures(1, &texture->tex_id);
  	texture->active = false;
  	texture->total_data_size = 0;
  
  	return texture_owner.make_rid(texture);
  }
  
  void RasterizerStorageGLES3::texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VisualServer::TextureType p_type, uint32_t p_flags) {
  	GLenum format;
  	GLenum internal_format;
  	GLenum type;
  
  	bool compressed;
  	bool srgb;
  
  	if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
  		p_flags &= ~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video
  	}
  
  #ifndef GLES_OVER_GL
  	switch (p_format) {
  		case Image::FORMAT_RF:
  		case Image::FORMAT_RGF:
  		case Image::FORMAT_RGBF:
  		case Image::FORMAT_RGBAF:
  		case Image::FORMAT_RH:
  		case Image::FORMAT_RGH:
  		case Image::FORMAT_RGBH:
  		case Image::FORMAT_RGBAH: {
  			if (!config.texture_float_linear_supported) {
  				// disable linear texture filtering when not supported for float format on some devices (issue #24295)
  				p_flags &= ~VS::TEXTURE_FLAG_FILTER;
  			}
  		} break;
  		default: {
  		}
  	}
  #endif
  
  	Texture *texture = texture_owner.get(p_texture);
  	ERR_FAIL_COND(!texture);
  	texture->width = p_width;
  	texture->height = p_height;
  	texture->depth = p_depth_3d;
  	texture->format = p_format;
  	texture->flags = p_flags;
  	texture->stored_cube_sides = 0;
  
  	texture->type = p_type;
  
  	switch (p_type) {
  		case VS::TEXTURE_TYPE_2D: {
  			texture->target = GL_TEXTURE_2D;
  			texture->images.resize(1);
  		} break;
  		case VS::TEXTURE_TYPE_EXTERNAL: {
  #ifdef ANDROID_ENABLED
  			texture->target = _GL_TEXTURE_EXTERNAL_OES;
  #else
  			texture->target = GL_TEXTURE_2D;
  #endif
  			texture->images.resize(0);
  		} break;
  		case VS::TEXTURE_TYPE_CUBEMAP: {
  			texture->target = GL_TEXTURE_CUBE_MAP;
  			texture->images.resize(6);
  		} break;
  		case VS::TEXTURE_TYPE_2D_ARRAY: {
  			texture->target = GL_TEXTURE_2D_ARRAY;
  			texture->images.resize(p_depth_3d);
  		} break;
  		case VS::TEXTURE_TYPE_3D: {
  			texture->target = GL_TEXTURE_3D;
  			texture->images.resize(p_depth_3d);
  		} break;
  	}
  
  	if (p_type != VS::TEXTURE_TYPE_EXTERNAL) {
  		texture->is_npot_repeat_mipmap = false;
  #ifdef JAVASCRIPT_ENABLED
  		// WebGL 2.0 on browsers does not seem to properly support compressed non power-of-two (NPOT)
  		// textures with repeat/mipmaps, even though NPOT textures should be supported as per the spec.
  		// Force decompressing them to work it around on WebGL 2.0 at a performance cost (GH-33058).
  		int po2_width = next_power_of_2(p_width);
  		int po2_height = next_power_of_2(p_height);
  		bool is_po2 = p_width == po2_width && p_height == po2_height;
  
  		if (!is_po2 && (p_flags & VS::TEXTURE_FLAG_REPEAT || p_flags & VS::TEXTURE_FLAG_MIPMAPS)) {
  			texture->is_npot_repeat_mipmap = true;
  		}
  #endif // JAVASCRIPT_ENABLED
  
  		Image::Format real_format;
  		_get_gl_image_and_format(Ref<Image>(),
  				texture->format,
  				texture->flags,
  				real_format,
  				format,
  				internal_format,
  				type,
  				compressed,
  				srgb,
  				texture->is_npot_repeat_mipmap);
  
  		texture->alloc_width = texture->width;
  		texture->alloc_height = texture->height;
  		texture->alloc_depth = texture->depth;
  
  		texture->gl_format_cache = format;
  		texture->gl_type_cache = type;
  		texture->gl_internal_format_cache = internal_format;
  		texture->compressed = compressed;
  		texture->srgb = srgb;
  		texture->data_size = 0;
  		texture->mipmaps = 1;
  	}
  
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(texture->target, texture->tex_id);
  
  	if (p_type == VS::TEXTURE_TYPE_EXTERNAL) {
  		glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  		glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  		glTexParameteri(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  		glTexParameteri(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  	} else if (p_type == VS::TEXTURE_TYPE_3D || p_type == VS::TEXTURE_TYPE_2D_ARRAY) {
  		int width = p_width;
  		int height = p_height;
  		int depth = p_depth_3d;
  
  		int mipmaps = 0;
  
  		while (width > 0 || height > 0 || (p_type == VS::TEXTURE_TYPE_3D && depth > 0)) {
  			width = MAX(1, width);
  			height = MAX(1, height);
  			depth = MAX(1, depth);
  
  			glTexImage3D(texture->target, mipmaps, internal_format, width, height, depth, 0, format, type, nullptr);
  
  			width /= 2;
  			height /= 2;
  
  			if (p_type == VS::TEXTURE_TYPE_3D) {
  				depth /= 2;
  			}
  
  			mipmaps++;
  
  			if (!(p_flags & VS::TEXTURE_FLAG_MIPMAPS)) {
  				break;
  			}
  		}
  
  		glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0);
  		glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, mipmaps - 1);
  
  	} else if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
  		//prealloc if video
  		glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, type, nullptr);
  	}
  
  	texture->active = true;
  }
  
  void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer) {
  	Texture *texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND(!texture);
  	ERR_FAIL_COND(!texture->active);
  	ERR_FAIL_COND(texture->render_target);
  	ERR_FAIL_COND(texture->format != p_image->get_format());
  	ERR_FAIL_COND(p_image.is_null());
  	ERR_FAIL_COND(texture->type == VS::TEXTURE_TYPE_EXTERNAL);
  
  	GLenum type;
  	GLenum format;
  	GLenum internal_format;
  	bool compressed;
  	bool srgb;
  
  	if (config.keep_original_textures && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) {
  		texture->images.write[p_layer] = p_image;
  	}
  
  	Image::Format real_format;
  	Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, real_format, format, internal_format, type, compressed, srgb, texture->is_npot_repeat_mipmap);
  
  	if (config.shrink_textures_x2 && (p_image->has_mipmaps() || !p_image->is_compressed()) && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) {
  		texture->alloc_height = MAX(1, texture->alloc_height / 2);
  		texture->alloc_width = MAX(1, texture->alloc_width / 2);
  
  		if (texture->alloc_width == img->get_width() / 2 && texture->alloc_height == img->get_height() / 2) {
  			img->shrink_x2();
  		} else if (img->get_format() <= Image::FORMAT_RGBA8) {
  			img->resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
  		}
  	};
  
  	GLenum blit_target = GL_TEXTURE_2D;
  
  	switch (texture->type) {
  		case VS::TEXTURE_TYPE_2D:
  		case VS::TEXTURE_TYPE_EXTERNAL: {
  			blit_target = GL_TEXTURE_2D;
  		} break;
  		case VS::TEXTURE_TYPE_CUBEMAP: {
  			ERR_FAIL_INDEX(p_layer, 6);
  			blit_target = _cube_side_enum[p_layer];
  		} break;
  		case VS::TEXTURE_TYPE_2D_ARRAY: {
  			blit_target = GL_TEXTURE_2D_ARRAY;
  		} break;
  		case VS::TEXTURE_TYPE_3D: {
  			blit_target = GL_TEXTURE_3D;
  		} break;
  	}
  
  	texture->data_size = img->get_data().size();
  	PoolVector<uint8_t>::Read read = img->get_data().read();
  	ERR_FAIL_COND(!read.ptr());
  
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(texture->target, texture->tex_id);
  
  	texture->ignore_mipmaps = compressed && !img->has_mipmaps();
  
  	if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) {
  		if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
  			glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR);
  		} else {
  			glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST_MIPMAP_LINEAR);
  		}
  	} else {
  		if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
  			glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  		} else {
  			glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  		}
  	}
  
  	if (config.srgb_decode_supported && srgb) {
  		if (texture->flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  			glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
  			texture->using_srgb = true;
  		} else {
  			glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
  			texture->using_srgb = false;
  		}
  	}
  
  	if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
  		glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
  
  	} else {
  		glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering
  	}
  
  	if (((texture->flags & VS::TEXTURE_FLAG_REPEAT) || (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) {
  		if (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) {
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
  		} else {
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  		}
  	} else {
  		//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
  		glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  		glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  	}
  
  //set swizle for older format compatibility
  #ifdef GLES_OVER_GL
  	switch (texture->format) {
  		case Image::FORMAT_L8: {
  			glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
  			glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
  			glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
  			glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
  
  		} break;
  		case Image::FORMAT_LA8: {
  			glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
  			glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
  			glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
  			glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_GREEN);
  		} break;
  		default: {
  			glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
  			glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
  			glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
  			glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
  
  		} break;
  	}
  #endif
  	if (config.use_anisotropic_filter) {
  		if (texture->flags & VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
  			glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config.anisotropic_level);
  		} else {
  			glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
  		}
  	}
  
  	int mipmaps = ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && img->has_mipmaps()) ? img->get_mipmap_count() + 1 : 1;
  
  	int w = img->get_width();
  	int h = img->get_height();
  
  	int tsize = 0;
  
  	for (int i = 0; i < mipmaps; i++) {
  		int size, ofs;
  		img->get_mipmap_offset_and_size(i, ofs, size);
  
  		if (texture->type == VS::TEXTURE_TYPE_2D || texture->type == VS::TEXTURE_TYPE_CUBEMAP) {
  			if (texture->compressed) {
  				glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
  
  				int bw = w;
  				int bh = h;
  
  				glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]);
  
  			} else {
  				glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  				if (texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
  					glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]);
  				} else {
  					glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]);
  				}
  			}
  		} else {
  			if (texture->compressed) {
  				glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
  
  				int bw = w;
  				int bh = h;
  
  				glCompressedTexSubImage3D(blit_target, i, 0, 0, p_layer, bw, bh, 1, internal_format, size, &read[ofs]);
  			} else {
  				glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  
  				glTexSubImage3D(blit_target, i, 0, 0, p_layer, w, h, 1, format, type, &read[ofs]);
  			}
  		}
  		tsize += size;
  
  		w = MAX(1, w >> 1);
  		h = MAX(1, h >> 1);
  	}
  
  	// Handle array and 3D textures, as those set their data per layer.
  	tsize *= MAX(texture->alloc_depth, 1);
  
  	info.texture_mem -= texture->total_data_size;
  	texture->total_data_size = tsize;
  	info.texture_mem += texture->total_data_size;
  
  	//printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem);
  
  	texture->stored_cube_sides |= (1 << p_layer);
  
  	if ((texture->type == VS::TEXTURE_TYPE_2D || texture->type == VS::TEXTURE_TYPE_CUBEMAP) && (texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (texture->type != VS::TEXTURE_TYPE_CUBEMAP || texture->stored_cube_sides == (1 << 6) - 1)) {
  		//generate mipmaps if they were requested and the image does not contain them
  		glGenerateMipmap(texture->target);
  	} else if (mipmaps > 1) {
  		glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0);
  		glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, mipmaps - 1);
  	} else {
  		glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0);
  		glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, 0);
  	}
  
  	texture->mipmaps = mipmaps;
  
  	//texture_set_flags(p_texture,texture->flags);
  }
  
  // Uploads pixel data to a sub-region of a texture, for the specified mipmap.
  // The texture pixels must have been allocated before, because most features seen in texture_set_data() make no sense in a partial update.
  // TODO If we want this to be usable without pre-filling pixels with a full image, we have to call glTexImage2D() with null data.
  void RasterizerStorageGLES3::texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer) {
  	Texture *texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND(!texture);
  	ERR_FAIL_COND(!texture->active);
  	ERR_FAIL_COND(texture->render_target);
  	ERR_FAIL_COND(texture->format != p_image->get_format());
  	ERR_FAIL_COND(p_image.is_null());
  	ERR_FAIL_COND(src_w <= 0 || src_h <= 0);
  	ERR_FAIL_COND(src_x < 0 || src_y < 0 || src_x + src_w > p_image->get_width() || src_y + src_h > p_image->get_height());
  	ERR_FAIL_COND(dst_x < 0 || dst_y < 0 || dst_x + src_w > texture->alloc_width || dst_y + src_h > texture->alloc_height);
  	ERR_FAIL_COND(p_dst_mip < 0 || p_dst_mip >= texture->mipmaps);
  	ERR_FAIL_COND(texture->type == VS::TEXTURE_TYPE_EXTERNAL);
  
  	GLenum type;
  	GLenum format;
  	GLenum internal_format;
  	bool compressed;
  	bool srgb;
  
  	// Because OpenGL wants data as a dense array, we have to extract the sub-image if the source rect isn't the full image
  	Ref<Image> p_sub_img = p_image;
  	if (src_x > 0 || src_y > 0 || src_w != p_image->get_width() || src_h != p_image->get_height()) {
  		p_sub_img = p_image->get_rect(Rect2(src_x, src_y, src_w, src_h));
  	}
  
  	Image::Format real_format;
  	Ref<Image> img = _get_gl_image_and_format(p_sub_img, p_sub_img->get_format(), texture->flags, real_format, format, internal_format, type, compressed, srgb, texture->is_npot_repeat_mipmap);
  
  	GLenum blit_target = GL_TEXTURE_2D;
  
  	switch (texture->type) {
  		case VS::TEXTURE_TYPE_2D:
  		case VS::TEXTURE_TYPE_EXTERNAL: {
  			blit_target = GL_TEXTURE_2D;
  		} break;
  		case VS::TEXTURE_TYPE_CUBEMAP: {
  			ERR_FAIL_INDEX(p_layer, 6);
  			blit_target = _cube_side_enum[p_layer];
  		} break;
  		case VS::TEXTURE_TYPE_2D_ARRAY: {
  			blit_target = GL_TEXTURE_2D_ARRAY;
  		} break;
  		case VS::TEXTURE_TYPE_3D: {
  			blit_target = GL_TEXTURE_3D;
  		} break;
  	}
  
  	PoolVector<uint8_t>::Read read = img->get_data().read();
  
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(texture->target, texture->tex_id);
  
  	int src_data_size = img->get_data().size();
  	int src_ofs = 0;
  
  	if (texture->type == VS::TEXTURE_TYPE_2D || texture->type == VS::TEXTURE_TYPE_CUBEMAP) {
  		if (texture->compressed) {
  			glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
  			glCompressedTexSubImage2D(blit_target, p_dst_mip, dst_x, dst_y, src_w, src_h, internal_format, src_data_size, &read[src_ofs]);
  
  		} else {
  			glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  			// `format` has to match the internal_format used when the texture was created
  			glTexSubImage2D(blit_target, p_dst_mip, dst_x, dst_y, src_w, src_h, format, type, &read[src_ofs]);
  		}
  	} else {
  		if (texture->compressed) {
  			glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
  			glCompressedTexSubImage3D(blit_target, p_dst_mip, dst_x, dst_y, p_layer, src_w, src_h, 1, format, src_data_size, &read[src_ofs]);
  		} else {
  			glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  			// `format` has to match the internal_format used when the texture was created
  			glTexSubImage3D(blit_target, p_dst_mip, dst_x, dst_y, p_layer, src_w, src_h, 1, format, type, &read[src_ofs]);
  		}
  	}
  
  	if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
  		glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
  
  	} else {
  		glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering
  	}
  }
  
  Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer) const {
  	Texture *texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture, Ref<Image>());
  	ERR_FAIL_COND_V(!texture->active, Ref<Image>());
  	ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref<Image>());
  
  	if (texture->type == VS::TEXTURE_TYPE_CUBEMAP && p_layer < 6 && !texture->images[p_layer].is_null()) {
  		return texture->images[p_layer];
  	}
  
  	// 3D textures and 2D texture arrays need special treatment, as the glGetTexImage reads **the whole**
  	// texture to host-memory. 3D textures and 2D texture arrays are potentially very big, so reading
  	// everything just to throw everything but one layer away is A Bad Idea.
  	//
  	// Unfortunately, to solve this, the copy shader has to read the data out via a shader and store it
  	// in a temporary framebuffer. The data from the framebuffer can then be read using glReadPixels.
  	if (texture->type == VS::TEXTURE_TYPE_2D_ARRAY || texture->type == VS::TEXTURE_TYPE_3D) {
  		// can't read a layer that doesn't exist
  		ERR_FAIL_INDEX_V(p_layer, texture->alloc_depth, Ref<Image>());
  
  		// get some information about the texture
  		Image::Format real_format;
  		GLenum gl_format;
  		GLenum gl_internal_format;
  		GLenum gl_type;
  
  		bool compressed;
  		bool srgb;
  
  		_get_gl_image_and_format(
  				Ref<Image>(),
  				texture->format,
  				texture->flags,
  				real_format,
  				gl_format,
  				gl_internal_format,
  				gl_type,
  				compressed,
  				srgb,
  				texture->is_npot_repeat_mipmap);
  
  		PoolVector<uint8_t> data;
  
  		// TODO need to decide between RgbaUnorm and RgbaFloat32 for output
  		int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
  
  		data.resize(data_size * 2); // add some more memory at the end, just in case for buggy drivers
  		PoolVector<uint8_t>::Write wb = data.write();
  
  		// generate temporary resources
  		GLuint tmp_fbo;
  		glGenFramebuffers(1, &tmp_fbo);
  
  		GLuint tmp_color_attachment;
  		glGenTextures(1, &tmp_color_attachment);
  
  		// now bring the OpenGL context into the correct state
  		{
  			glBindFramebuffer(GL_FRAMEBUFFER, tmp_fbo);
  
  			// back color attachment with memory, then set properties
  			glActiveTexture(GL_TEXTURE0);
  			glBindTexture(GL_TEXTURE_2D, tmp_color_attachment);
  			// TODO support HDR properly
  			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
  
  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  
  			// use the color texture as color attachment for this render pass
  			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_color_attachment, 0);
  
  			// more GL state, wheeeey
  			glDepthMask(GL_FALSE);
  			glDisable(GL_DEPTH_TEST);
  			glDisable(GL_CULL_FACE);
  			glDisable(GL_BLEND);
  			glDepthFunc(GL_LEQUAL);
  			glColorMask(1, 1, 1, 1);
  
  			// use volume tex for reading
  			glActiveTexture(GL_TEXTURE0);
  			glBindTexture(texture->target, texture->tex_id);
  
  			glViewport(0, 0, texture->alloc_width, texture->alloc_height);
  
  			// set up copy shader for proper use
  			shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !srgb);
  			shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE3D, texture->type == VS::TEXTURE_TYPE_3D);
  			shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE2DARRAY, texture->type == VS::TEXTURE_TYPE_2D_ARRAY);
  			shaders.copy.bind();
  
  			float layer;
  			if (texture->type == VS::TEXTURE_TYPE_2D_ARRAY) {
  				layer = (float)p_layer;
  			} else {
  				// calculate the normalized z coordinate for the layer
  				layer = (float)p_layer / (float)texture->alloc_depth;
  			}
  
  			shaders.copy.set_uniform(CopyShaderGLES3::LAYER, layer);
  
  			glBindVertexArray(resources.quadie_array);
  		}
  
  		// clear color attachment, then perform copy
  		glClearColor(0.0, 0.0, 0.0, 0.0);
  		glClear(GL_COLOR_BUFFER_BIT);
  
  		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  
  		// read the image into the host buffer
  		glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]);
  
  		// remove temp resources and unset some GL state
  		{
  			shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE3D, false);
  			shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE2DARRAY, false);
  			shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false);
  
  			glBindFramebuffer(GL_FRAMEBUFFER, 0);
  
  			glDeleteTextures(1, &tmp_color_attachment);
  			glDeleteFramebuffers(1, &tmp_fbo);
  		}
  
  		wb.release();
  
  		data.resize(data_size);
  
  		Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data));
  		if (!texture->compressed) {
  			img->convert(real_format);
  		}
  
  		return Ref<Image>(img);
  	}
  
  #ifdef GLES_OVER_GL
  
  	Image::Format real_format;
  	GLenum gl_format;
  	GLenum gl_internal_format;
  	GLenum gl_type;
  	bool compressed;
  	bool srgb;
  	_get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, srgb, false);
  
  	PoolVector<uint8_t> data;
  
  	int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1);
  
  	data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
  	PoolVector<uint8_t>::Write wb = data.write();
  
  	glActiveTexture(GL_TEXTURE0);
  
  	glBindTexture(texture->target, texture->tex_id);
  
  	glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
  
  	for (int i = 0; i < texture->mipmaps; i++) {
  		int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, real_format, i);
  
  		if (texture->compressed) {
  			glPixelStorei(GL_PACK_ALIGNMENT, 4);
  			glGetCompressedTexImage(texture->target, i, &wb[ofs]);
  
  		} else {
  			glPixelStorei(GL_PACK_ALIGNMENT, 1);
  
  			glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &wb[ofs]);
  		}
  	}
  
  	Image::Format img_format;
  
  	//convert special case RGB10_A2 to RGBA8 because it's not a supported image format
  	if (texture->gl_internal_format_cache == GL_RGB10_A2) {
  		img_format = Image::FORMAT_RGBA8;
  
  		uint32_t *ptr = (uint32_t *)wb.ptr();
  		uint32_t num_pixels = data_size / 4;
  
  		for (uint32_t ofs = 0; ofs < num_pixels; ofs++) {
  			uint32_t px = ptr[ofs];
  			uint32_t a = px >> 30 & 0xFF;
  
  			ptr[ofs] = (px >> 2 & 0xFF) |
  					   (px >> 12 & 0xFF) << 8 |
  					   (px >> 22 & 0xFF) << 16 |
  					   (a | a << 2 | a << 4 | a << 6) << 24;
  		}
  	} else {
  		img_format = real_format;
  	}
  
  	wb.release();
  
  	data.resize(data_size);
  
  	Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, texture->mipmaps > 1, img_format, data));
  
  	return Ref<Image>(img);
  #else
  
  	Image::Format real_format;
  	GLenum gl_format;
  	GLenum gl_internal_format;
  	GLenum gl_type;
  	bool compressed;
  	bool srgb;
  	_get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, srgb, texture->is_npot_repeat_mipmap);
  
  	PoolVector<uint8_t> data;
  
  	int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
  
  	data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
  	PoolVector<uint8_t>::Write wb = data.write();
  
  	GLuint temp_framebuffer;
  	glGenFramebuffers(1, &temp_framebuffer);
  
  	GLuint temp_color_texture;
  	glGenTextures(1, &temp_color_texture);
  
  	glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
  
  	glBindTexture(GL_TEXTURE_2D, temp_color_texture);
  	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
  
  	glDepthMask(GL_FALSE);
  	glDisable(GL_DEPTH_TEST);
  	glDisable(GL_CULL_FACE);
  	glDisable(GL_BLEND);
  	glDepthFunc(GL_LEQUAL);
  	glColorMask(1, 1, 1, 1);
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(GL_TEXTURE_2D, texture->tex_id);
  
  	glViewport(0, 0, texture->alloc_width, texture->alloc_height);
  
  	shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !srgb);
  	shaders.copy.bind();
  
  	glClearColor(0.0, 0.0, 0.0, 0.0);
  	glClear(GL_COLOR_BUFFER_BIT);
  	glBindVertexArray(resources.quadie_array);
  	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  	glBindVertexArray(0);
  
  	glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]);
  
  	shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false);
  
  	glDeleteTextures(1, &temp_color_texture);
  
  	glBindFramebuffer(GL_FRAMEBUFFER, 0);
  	glDeleteFramebuffers(1, &temp_framebuffer);
  
  	wb.release();
  
  	data.resize(data_size);
  
  	Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data));
  	if (!texture->compressed) {
  		img->convert(real_format);
  	}
  
  	return Ref<Image>(img);
  #endif
  }
  
  void RasterizerStorageGLES3::texture_set_flags(RID p_texture, uint32_t p_flags) {
  	Texture *texture = texture_owner.get(p_texture);
  	ERR_FAIL_COND(!texture);
  	if (texture->render_target) {
  		// only allow filter and repeat flags for render target (ie. viewport) textures
  		p_flags &= (VS::TEXTURE_FLAG_FILTER | VS::TEXTURE_FLAG_REPEAT);
  	}
  
  	bool had_mipmaps = texture->flags & VS::TEXTURE_FLAG_MIPMAPS;
  
  	texture->flags = p_flags;
  
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(texture->target, texture->tex_id);
  
  	if (((texture->flags & VS::TEXTURE_FLAG_REPEAT) || (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) {
  		if (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) {
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
  		} else {
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  		}
  	} else {
  		//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
  		glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  		glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  	}
  
  	if (config.use_anisotropic_filter) {
  		if (texture->flags & VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
  			glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config.anisotropic_level);
  		} else {
  			glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
  		}
  	}
  
  	if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) {
  		if (!had_mipmaps && texture->mipmaps == 1) {
  			glGenerateMipmap(texture->target);
  		}
  		if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
  			glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR);
  		} else {
  			glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST_MIPMAP_LINEAR);
  		}
  
  	} else {
  		if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
  			glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  		} else {
  			glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  		}
  	}
  
  	if (config.srgb_decode_supported && texture->srgb) {
  		if (texture->flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  			glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
  			texture->using_srgb = true;
  		} else {
  			glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
  			texture->using_srgb = false;
  		}
  	}
  
  	if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
  		glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
  
  	} else {
  		glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering
  	}
  }
  uint32_t RasterizerStorageGLES3::texture_get_flags(RID p_texture) const {
  	Texture *texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture, 0);
  
  	return texture->flags;
  }
  Image::Format RasterizerStorageGLES3::texture_get_format(RID p_texture) const {
  	Texture *texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture, Image::FORMAT_L8);
  
  	return texture->format;
  }
  
  VisualServer::TextureType RasterizerStorageGLES3::texture_get_type(RID p_texture) const {
  	Texture *texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture, VS::TEXTURE_TYPE_2D);
  
  	return texture->type;
  }
  uint32_t RasterizerStorageGLES3::texture_get_texid(RID p_texture) const {
  	Texture *texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture, 0);
  
  	return texture->tex_id;
  }
  void RasterizerStorageGLES3::texture_bind(RID p_texture, uint32_t p_texture_no) {
  	Texture *texture = texture_owner.getornull(p_texture);
  
  	ERR_FAIL_COND(!texture);
  
  	glActiveTexture(GL_TEXTURE0 + p_texture_no);
  	glBindTexture(texture->target, texture->tex_id);
  }
  uint32_t RasterizerStorageGLES3::texture_get_width(RID p_texture) const {
  	Texture *texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture, 0);
  
  	return texture->width;
  }
  uint32_t RasterizerStorageGLES3::texture_get_height(RID p_texture) const {
  	Texture *texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture, 0);
  
  	return texture->height;
  }
  
  uint32_t RasterizerStorageGLES3::texture_get_depth(RID p_texture) const {
  	Texture *texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND_V(!texture, 0);
  
  	return texture->depth;
  }
  
  void RasterizerStorageGLES3::texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth) {
  	Texture *texture = texture_owner.get(p_texture);
  
  	ERR_FAIL_COND(!texture);
  	ERR_FAIL_COND(texture->render_target);
  
  	ERR_FAIL_COND(p_width <= 0 || p_width > 16384);
  	ERR_FAIL_COND(p_height <= 0 || p_height > 16384);
  	//real texture size is in alloc width and height
  	texture->width = p_width;
  	texture->height = p_height;
  }
  
  void RasterizerStorageGLES3::texture_set_path(RID p_texture, const String &p_path) {
  	Texture *texture = texture_owner.get(p_texture);
  	ERR_FAIL_COND(!texture);
  
  	texture->path = p_path;
  }
  
  String RasterizerStorageGLES3::texture_get_path(RID p_texture) const {
  	Texture *texture = texture_owner.get(p_texture);
  	ERR_FAIL_COND_V(!texture, String());
  	return texture->path;
  }
  void RasterizerStorageGLES3::texture_debug_usage(List<VS::TextureInfo> *r_info) {
  	List<RID> textures;
  	texture_owner.get_owned_list(&textures);
  
  	for (List<RID>::Element *E = textures.front(); E; E = E->next()) {
  		Texture *t = texture_owner.get(E->get());
  		if (!t) {
  			continue;
  		}
  		VS::TextureInfo tinfo;
  		tinfo.texture = E->get();
  		tinfo.path = t->path;
  		tinfo.format = t->format;
  		tinfo.width = t->alloc_width;
  		tinfo.height = t->alloc_height;
  		tinfo.depth = t->alloc_depth;
  		tinfo.bytes = t->total_data_size;
  		r_info->push_back(tinfo);
  	}
  }
  
  void RasterizerStorageGLES3::texture_set_shrink_all_x2_on_set_data(bool p_enable) {
  	config.shrink_textures_x2 = p_enable;
  }
  
  void RasterizerStorageGLES3::textures_keep_original(bool p_enable) {
  	config.keep_original_textures = p_enable;
  }
  
  void RasterizerStorageGLES3::texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {
  	Texture *texture = texture_owner.get(p_texture);
  	ERR_FAIL_COND(!texture);
  
  	texture->detect_3d = p_callback;
  	texture->detect_3d_ud = p_userdata;
  }
  
  void RasterizerStorageGLES3::texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {
  	Texture *texture = texture_owner.get(p_texture);
  	ERR_FAIL_COND(!texture);
  
  	texture->detect_srgb = p_callback;
  	texture->detect_srgb_ud = p_userdata;
  }
  
  void RasterizerStorageGLES3::texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {
  	Texture *texture = texture_owner.get(p_texture);
  	ERR_FAIL_COND(!texture);
  
  	texture->detect_normal = p_callback;
  	texture->detect_normal_ud = p_userdata;
  }
  
  RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source, int p_resolution) const {
  	Texture *texture = texture_owner.get(p_source);
  	ERR_FAIL_COND_V(!texture, RID());
  	ERR_FAIL_COND_V(texture->type != VS::TEXTURE_TYPE_CUBEMAP, RID());
  
  	bool use_float = config.framebuffer_half_float_supported;
  
  	if (p_resolution < 0) {
  		p_resolution = texture->width;
  	}
  
  	glBindVertexArray(0);
  	glDisable(GL_CULL_FACE);
  	glDisable(GL_DEPTH_TEST);
  	glDisable(GL_SCISSOR_TEST);
  	glDisable(GL_BLEND);
  
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(texture->target, texture->tex_id);
  
  	if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
  		glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
  		texture->using_srgb = true;
  #ifdef TOOLS_ENABLED
  		if (!(texture->flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  			texture->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
  	}
  
  	glActiveTexture(GL_TEXTURE1);
  	GLuint new_cubemap;
  	glGenTextures(1, &new_cubemap);
  	glBindTexture(GL_TEXTURE_CUBE_MAP, new_cubemap);
  
  	GLuint tmp_fb;
  
  	glGenFramebuffers(1, &tmp_fb);
  	glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
  
  	int size = p_resolution;
  
  	int lod = 0;
  
  	shaders.cubemap_filter.bind();
  
  	int mipmaps = 6;
  
  	int mm_level = mipmaps;
  
  	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 (mm_level) {
  		for (int i = 0; i < 6; i++) {
  			glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, nullptr);
  		}
  
  		lod++;
  		mm_level--;
  
  		if (size > 1) {
  			size >>= 1;
  		}
  	}
  
  	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
  	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod - 1);
  
  	lod = 0;
  	mm_level = mipmaps;
  
  	size = p_resolution;
  
  	shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
  
  	while (mm_level) {
  		for (int i = 0; i < 6; i++) {
  			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], new_cubemap, lod);
  
  			glViewport(0, 0, size, size);
  			glBindVertexArray(resources.quadie_array);
  
  			shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::FACE_ID, i);
  			shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, lod / float(mipmaps - 1));
  
  			glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  			glBindVertexArray(0);
  #ifdef DEBUG_ENABLED
  			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  			ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
  #endif
  		}
  
  		if (size > 1) {
  			size >>= 1;
  		}
  		lod++;
  		mm_level--;
  	}
  
  	//restore ranges
  	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
  	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod - 1);
  
  	glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  	glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  	glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  	glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  	glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
  
  	glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  	glDeleteFramebuffers(1, &tmp_fb);
  
  	Texture *ctex = memnew(Texture);
  
  	ctex->type = VS::TEXTURE_TYPE_CUBEMAP;
  	ctex->flags = VS::TEXTURE_FLAG_MIPMAPS | VS::TEXTURE_FLAG_FILTER;
  	ctex->width = p_resolution;
  	ctex->height = p_resolution;
  	ctex->alloc_width = p_resolution;
  	ctex->alloc_height = p_resolution;
  	ctex->format = use_float ? Image::FORMAT_RGBAH : Image::FORMAT_RGBA8;
  	ctex->target = GL_TEXTURE_CUBE_MAP;
  	ctex->gl_format_cache = format;
  	ctex->gl_internal_format_cache = internal_format;
  	ctex->gl_type_cache = type;
  	ctex->data_size = 0;
  	ctex->compressed = false;
  	ctex->srgb = false;
  	ctex->total_data_size = 0;
  	ctex->ignore_mipmaps = false;
  	ctex->mipmaps = mipmaps;
  	ctex->active = true;
  	ctex->tex_id = new_cubemap;
  	ctex->stored_cube_sides = (1 << 6) - 1;
  	ctex->render_target = nullptr;
  
  	return texture_owner.make_rid(ctex);
  }
  
  Size2 RasterizerStorageGLES3::texture_size_with_proxy(RID p_texture) const {
  	const Texture *texture = texture_owner.getornull(p_texture);
  	ERR_FAIL_COND_V(!texture, Size2());
  	if (texture->proxy) {
  		return Size2(texture->proxy->width, texture->proxy->height);
  	} else {
  		return Size2(texture->width, texture->height);
  	}
  }
  
  void RasterizerStorageGLES3::texture_set_proxy(RID p_texture, RID p_proxy) {
  	Texture *texture = texture_owner.get(p_texture);
  	ERR_FAIL_COND(!texture);
  
  	if (texture->proxy) {
  		texture->proxy->proxy_owners.erase(texture);
  		texture->proxy = nullptr;
  	}
  
  	if (p_proxy.is_valid()) {
  		Texture *proxy = texture_owner.get(p_proxy);
  		ERR_FAIL_COND(!proxy);
  		ERR_FAIL_COND(proxy == texture);
  		proxy->proxy_owners.insert(texture);
  		texture->proxy = proxy;
  	}
  }
  
  void RasterizerStorageGLES3::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) {
  	Texture *texture = texture_owner.get(p_texture);
  	ERR_FAIL_COND(!texture);
  	texture->redraw_if_visible = p_enable;
  }
  
  RID RasterizerStorageGLES3::sky_create() {
  	Sky *sky = memnew(Sky);
  	sky->radiance = 0;
  	sky->irradiance = 0;
  	return sky_owner.make_rid(sky);
  }
  
  void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size) {
  	Sky *sky = sky_owner.getornull(p_sky);
  	ERR_FAIL_COND(!sky);
  
  	if (sky->panorama.is_valid()) {
  		sky->panorama = RID();
  		glDeleteTextures(1, &sky->radiance);
  		glDeleteTextures(1, &sky->irradiance);
  		sky->radiance = 0;
  		sky->irradiance = 0;
  	}
  
  	sky->panorama = p_panorama;
  	if (!sky->panorama.is_valid()) {
  		return; //cleared
  	}
  
  	Texture *texture = texture_owner.getornull(sky->panorama);
  	if (!texture) {
  		sky->panorama = RID();
  		ERR_FAIL_COND(!texture);
  	}
  
  	texture = texture->get_ptr(); //resolve for proxies
  
  	glBindVertexArray(0);
  	glDisable(GL_CULL_FACE);
  	glDisable(GL_DEPTH_TEST);
  	glDisable(GL_SCISSOR_TEST);
  	glDisable(GL_BLEND);
  
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(texture->target, texture->tex_id);
  	glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0);
  #ifdef GLES_OVER_GL
  	glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, int(Math::floor(Math::log(float(texture->width)) / Math::log(2.0f))));
  	glGenerateMipmap(texture->target);
  #else
  	glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, 0);
  #endif
  	// Need Mipmaps regardless of whether they are set in import by user
  	glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_REPEAT);
  	glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_REPEAT);
  #ifdef GLES_OVER_GL
  	glTexParameterf(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  #else
  	glTexParameterf(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  #endif
  	glTexParameterf(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  
  	if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
  		glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
  		texture->using_srgb = true;
  #ifdef TOOLS_ENABLED
  		if (!(texture->flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  			texture->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
  	}
  
  	{
  		//Irradiance map
  		glActiveTexture(GL_TEXTURE1);
  		glGenTextures(1, &sky->irradiance);
  		glBindTexture(GL_TEXTURE_2D, sky->irradiance);
  
  		GLuint tmp_fb;
  
  		glGenFramebuffers(1, &tmp_fb);
  		glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
  
  		int size = 32;
  
  		bool use_float = config.framebuffer_half_float_supported;
  
  		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;
  
  		glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, nullptr);
  
  		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
  		glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  		glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  
  		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  
  		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->irradiance, 0);
  
  		int irradiance_size = GLOBAL_GET("rendering/quality/reflections/irradiance_max_size");
  		int upscale_size = MIN(int(previous_power_of_2(irradiance_size)), p_radiance_size);
  
  		GLuint tmp_fb2;
  		GLuint tmp_tex;
  		{
  			//generate another one for rendering, as can't read and write from a single texarray it seems
  			glGenFramebuffers(1, &tmp_fb2);
  			glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
  			glGenTextures(1, &tmp_tex);
  			glBindTexture(GL_TEXTURE_2D, tmp_tex);
  			glTexImage2D(GL_TEXTURE_2D, 0, internal_format, upscale_size, 2.0 * upscale_size, 0, format, type, nullptr);
  			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  #ifdef DEBUG_ENABLED
  			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  			ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
  #endif
  		}
  
  		shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
  		shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
  		shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::COMPUTE_IRRADIANCE, true);
  		shaders.cubemap_filter.bind();
  
  		// Very large Panoramas require way too much effort to compute irradiance so use a mipmap
  		// level that corresponds to a panorama of 1024x512
  		shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_MIP_LEVEL, MAX(Math::floor(Math::log(float(texture->width)) / Math::log(2.0f)) - 10.0f, 0.0f));
  
  		// Compute Irradiance for a large texture, specified by radiance size and then pull out a low mipmap corresponding to 32x32
  		for (int i = 0; i < 2; i++) {
  			glViewport(0, i * upscale_size, upscale_size, upscale_size);
  			glBindVertexArray(resources.quadie_array);
  
  			shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
  
  			glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  			glBindVertexArray(0);
  		}
  		glGenerateMipmap(GL_TEXTURE_2D);
  		glActiveTexture(GL_TEXTURE0);
  		glBindTexture(GL_TEXTURE_2D, tmp_tex);
  		glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
  
  		shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
  		shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
  		shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::COMPUTE_IRRADIANCE, false);
  
  		shaders.copy.set_conditional(CopyShaderGLES3::USE_LOD, true);
  		shaders.copy.bind();
  		shaders.copy.set_uniform(CopyShaderGLES3::MIP_LEVEL, MAX(Math::floor(Math::log(float(upscale_size)) / Math::log(2.0f)) - 5.0f, 0.0f)); // Mip level that corresponds to a 32x32 texture
  
  		glViewport(0, 0, size, size * 2.0);
  		glBindVertexArray(resources.quadie_array);
  		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  		glBindVertexArray(0);
  
  		shaders.copy.set_conditional(CopyShaderGLES3::USE_LOD, false);
  
  		glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  		glActiveTexture(GL_TEXTURE0);
  		glBindTexture(texture->target, texture->tex_id);
  		glDeleteFramebuffers(1, &tmp_fb);
  		glDeleteFramebuffers(1, &tmp_fb2);
  		glDeleteTextures(1, &tmp_tex);
  	}
  
  	// Now compute radiance
  
  	glActiveTexture(GL_TEXTURE1);
  	glGenTextures(1, &sky->radiance);
  
  	if (config.use_texture_array_environment) {
  		//texture3D
  		glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
  
  		GLuint tmp_fb;
  
  		glGenFramebuffers(1, &tmp_fb);
  		glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
  
  		int size = p_radiance_size;
  
  		int array_level = 6;
  
  		bool use_float = config.framebuffer_half_float_supported;
  
  		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;
  
  		glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, internal_format, size, size * 2, array_level, 0, format, type, nullptr);
  
  		glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  		glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  
  		GLuint tmp_fb2;
  		GLuint tmp_tex;
  		{
  			//generate another one for rendering, as can't read and write from a single texarray it seems
  			glGenFramebuffers(1, &tmp_fb2);
  			glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
  			glGenTextures(1, &tmp_tex);
  			glBindTexture(GL_TEXTURE_2D, tmp_tex);
  			glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, nullptr);
  			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  #ifdef DEBUG_ENABLED
  			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  			ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
  #endif
  		}
  
  		for (int j = 0; j < array_level; j++) {
  			glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
  
  #ifdef GLES_OVER_GL
  			if (j < 3) {
  #else
  			if (j == 0) {
  #endif
  
  				shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
  				shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
  				shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false);
  				shaders.cubemap_filter.bind();
  				glActiveTexture(GL_TEXTURE0);
  				glBindTexture(texture->target, texture->tex_id);
  				shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(texture->width / 4));
  			} else {
  				shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
  				shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
  				shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, true);
  				shaders.cubemap_filter.bind();
  				glActiveTexture(GL_TEXTURE0);
  				glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
  				shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_ARRAY_INDEX, j - 1); //read from previous to ensure better blur
  			}
  
  			for (int i = 0; i < 2; i++) {
  				glViewport(0, i * size, size, size);
  				glBindVertexArray(resources.quadie_array);
  
  				shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
  				shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, j / float(array_level - 1));
  
  				glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  				glBindVertexArray(0);
  			}
  
  			glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tmp_fb);
  			glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, sky->radiance, 0, j);
  			glBindFramebuffer(GL_READ_FRAMEBUFFER, tmp_fb2);
  			glReadBuffer(GL_COLOR_ATTACHMENT0);
  			glBlitFramebuffer(0, 0, size, size * 2, 0, 0, size, size * 2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
  			glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
  			glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
  		}
  
  		shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
  		shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
  		shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false);
  
  		//restore ranges
  		glActiveTexture(GL_TEXTURE0);
  		glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
  
  		glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
  
  		glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  		glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  		glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  		glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  
  		//reset flags on Sky Texture that may have changed
  		texture_set_flags(sky->panorama, texture->flags);
  
  		glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  		glDeleteFramebuffers(1, &tmp_fb);
  		glDeleteFramebuffers(1, &tmp_fb2);
  		glDeleteTextures(1, &tmp_tex);
  
  	} else {
  		//regular single texture with mipmaps
  		glBindTexture(GL_TEXTURE_2D, sky->radiance);
  
  		GLuint tmp_fb;
  
  		glGenFramebuffers(1, &tmp_fb);
  		glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
  
  		int size = p_radiance_size;
  
  		int lod = 0;
  
  		int mipmaps = 6;
  
  		int mm_level = mipmaps;
  
  		bool use_float = config.framebuffer_half_float_supported;
  
  		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;
  
  		glTexStorage2DCustom(GL_TEXTURE_2D, mipmaps, internal_format, size, size * 2.0, format, type);
  
  		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps - 1);
  		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  
  		GLuint tmp_fb2;
  		GLuint tmp_tex;
  		{
  			// Need a temporary framebuffer for rendering so we can read from previous iterations
  			glGenFramebuffers(1, &tmp_fb2);
  			glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
  			glGenTextures(1, &tmp_tex);
  			glBindTexture(GL_TEXTURE_2D, tmp_tex);
  			glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, nullptr);
  			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  #ifdef DEBUG_ENABLED
  			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  			ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
  #endif
  		}
  
  		lod = 0;
  		mm_level = mipmaps;
  
  		size = p_radiance_size;
  
  		while (mm_level) {
  			glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
  			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod);
  
  #ifdef DEBUG_ENABLED
  			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  			ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
  #endif
  			glBindTexture(GL_TEXTURE_2D, tmp_tex);
  			glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, nullptr);
  			glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
  			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
  #ifdef GLES_OVER_GL
  			if (lod < 3) {
  #else
  			if (lod == 0) {
  #endif
  
  				shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
  				shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
  				shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID, false);
  				shaders.cubemap_filter.bind();
  				glActiveTexture(GL_TEXTURE0);
  				glBindTexture(texture->target, texture->tex_id);
  				shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(texture->width / 4));
  			} else {
  				shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
  				shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
  				shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID, true);
  				shaders.cubemap_filter.bind();
  				glActiveTexture(GL_TEXTURE0);
  				glBindTexture(GL_TEXTURE_2D, sky->radiance);
  				shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_MIP_LEVEL, float(lod - 1)); //read from previous to ensure better blur
  			}
  
  			for (int i = 0; i < 2; i++) {
  				glViewport(0, i * size, size, size);
  				glBindVertexArray(resources.quadie_array);
  
  				shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
  				shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, lod / float(mipmaps - 1));
  
  				glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  				glBindVertexArray(0);
  			}
  
  			glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tmp_fb);
  			glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod);
  			glBindFramebuffer(GL_READ_FRAMEBUFFER, tmp_fb2);
  			glReadBuffer(GL_COLOR_ATTACHMENT0);
  			glBlitFramebuffer(0, 0, size, size * 2, 0, 0, size, size * 2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
  			glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
  			glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
  
  			if (size > 1) {
  				size >>= 1;
  			}
  			lod++;
  			mm_level--;
  		}
  		shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
  		shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
  		shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID, false);
  
  		//restore ranges
  		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1);
  
  		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_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);
  
  		//reset flags on Sky Texture that may have changed
  		texture_set_flags(sky->panorama, texture->flags);
  
  		glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  		glDeleteFramebuffers(1, &tmp_fb);
  		glDeleteFramebuffers(1, &tmp_fb2);
  		glDeleteTextures(1, &tmp_tex);
  	}
  }
  
  /* SHADER API */
  
  RID RasterizerStorageGLES3::shader_create() {
  	Shader *shader = memnew(Shader);
  	shader->mode = VS::SHADER_SPATIAL;
  	shader->shader = &scene->state.scene_shader;
  	RID rid = shader_owner.make_rid(shader);
  	_shader_make_dirty(shader);
  	shader->self = rid;
  
  	return rid;
  }
  
  void RasterizerStorageGLES3::_shader_make_dirty(Shader *p_shader) {
  	if (p_shader->dirty_list.in_list()) {
  		return;
  	}
  
  	_shader_dirty_list.add(&p_shader->dirty_list);
  }
  
  void RasterizerStorageGLES3::shader_set_code(RID p_shader, const String &p_code) {
  	Shader *shader = shader_owner.get(p_shader);
  	ERR_FAIL_COND(!shader);
  
  	shader->code = p_code;
  
  	String mode_string = ShaderLanguage::get_shader_type(p_code);
  	VS::ShaderMode mode;
  
  	if (mode_string == "canvas_item") {
  		mode = VS::SHADER_CANVAS_ITEM;
  	} else if (mode_string == "particles") {
  		mode = VS::SHADER_PARTICLES;
  	} else {
  		mode = VS::SHADER_SPATIAL;
  	}
  
  	if (shader->custom_code_id && mode != shader->mode) {
  		shader->shader->free_custom_shader(shader->custom_code_id);
  		shader->custom_code_id = 0;
  	}
  
  	shader->mode = mode;
  
  	ShaderGLES3 *shaders[VS::SHADER_MAX] = {
  		&scene->state.scene_shader,
  		&canvas->state.canvas_shader,
  		&this->shaders.particles,
  
  	};
  
  	shader->shader = shaders[mode];
  
  	if (shader->custom_code_id == 0) {
  		shader->custom_code_id = shader->shader->create_custom_shader();
  	}
  
  	_shader_make_dirty(shader);
  }
  String RasterizerStorageGLES3::shader_get_code(RID p_shader) const {
  	const Shader *shader = shader_owner.get(p_shader);
  	ERR_FAIL_COND_V(!shader, String());
  
  	return shader->code;
  }
  
  void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
  	_shader_dirty_list.remove(&p_shader->dirty_list);
  
  	p_shader->valid = false;
  	p_shader->ubo_size = 0;
  
  	p_shader->uniforms.clear();
  
  	if (p_shader->code == String()) {
  		return; //just invalid, but no error
  	}
  
  	ShaderCompilerGLES3::GeneratedCode gen_code;
  	ShaderCompilerGLES3::IdentifierActions *actions = nullptr;
  
  	switch (p_shader->mode) {
  		case VS::SHADER_CANVAS_ITEM: {
  			p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL;
  			p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX;
  			p_shader->canvas_item.uses_screen_texture = false;
  			p_shader->canvas_item.uses_screen_uv = false;
  			p_shader->canvas_item.uses_time = false;
  			p_shader->canvas_item.uses_modulate = false;
  			p_shader->canvas_item.uses_color = false;
  			p_shader->canvas_item.uses_vertex = false;
  			p_shader->canvas_item.batch_flags = 0;
  
  			p_shader->canvas_item.uses_world_matrix = false;
  			p_shader->canvas_item.uses_extra_matrix = false;
  			p_shader->canvas_item.uses_projection_matrix = false;
  			p_shader->canvas_item.uses_instance_custom = false;
  
  			shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD);
  			shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX);
  			shaders.actions_canvas.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_SUB);
  			shaders.actions_canvas.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MUL);
  			shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_PMALPHA);
  			shaders.actions_canvas.render_mode_values["blend_disabled"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_DISABLED);
  
  			shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED);
  			shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY);
  
  			shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv;
  			shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv;
  			shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture;
  			shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time;
  
  			shaders.actions_canvas.usage_flag_pointers["MODULATE"] = &p_shader->canvas_item.uses_modulate;
  			shaders.actions_canvas.usage_flag_pointers["COLOR"] = &p_shader->canvas_item.uses_color;
  			shaders.actions_canvas.usage_flag_pointers["VERTEX"] = &p_shader->canvas_item.uses_vertex;
  
  			shaders.actions_canvas.usage_flag_pointers["WORLD_MATRIX"] = &p_shader->canvas_item.uses_world_matrix;
  			shaders.actions_canvas.usage_flag_pointers["EXTRA_MATRIX"] = &p_shader->canvas_item.uses_extra_matrix;
  			shaders.actions_canvas.usage_flag_pointers["PROJECTION_MATRIX"] = &p_shader->canvas_item.uses_projection_matrix;
  			shaders.actions_canvas.usage_flag_pointers["INSTANCE_CUSTOM"] = &p_shader->canvas_item.uses_instance_custom;
  
  			actions = &shaders.actions_canvas;
  			actions->uniforms = &p_shader->uniforms;
  
  		} break;
  
  		case VS::SHADER_SPATIAL: {
  			p_shader->spatial.blend_mode = Shader::Spatial::BLEND_MODE_MIX;
  			p_shader->spatial.depth_draw_mode = Shader::Spatial::DEPTH_DRAW_OPAQUE;
  			p_shader->spatial.cull_mode = Shader::Spatial::CULL_MODE_BACK;
  			p_shader->spatial.uses_alpha = false;
  			p_shader->spatial.uses_alpha_scissor = false;
  			p_shader->spatial.uses_discard = false;
  			p_shader->spatial.unshaded = false;
  			p_shader->spatial.no_depth_test = false;
  			p_shader->spatial.use_tessellation = false;
  			p_shader->spatial.uses_sss = false;
  			p_shader->spatial.uses_time = false;
  			p_shader->spatial.uses_vertex_lighting = false;
  			p_shader->spatial.uses_screen_texture = false;
  			p_shader->spatial.uses_depth_texture = false;
  			p_shader->spatial.uses_vertex = false;
  			p_shader->spatial.uses_tangent = false;
  			p_shader->spatial.uses_ensure_correct_normals = false;
  			p_shader->spatial.writes_modelview_or_projection = false;
  			p_shader->spatial.uses_world_coordinates = false;
  
  			shaders.actions_scene.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_ADD);
  			shaders.actions_scene.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MIX);
  			shaders.actions_scene.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_SUB);
  			shaders.actions_scene.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MUL);
  
  			shaders.actions_scene.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_OPAQUE);
  			shaders.actions_scene.render_mode_values["depth_draw_always"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALWAYS);
  			shaders.actions_scene.render_mode_values["depth_draw_never"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_NEVER);
  			shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS);
  
  			shaders.actions_scene.render_mode_values["cull_front"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_FRONT);
  			shaders.actions_scene.render_mode_values["cull_back"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_BACK);
  			shaders.actions_scene.render_mode_values["cull_disabled"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_DISABLED);
  
  			shaders.actions_scene.render_mode_flags["unshaded"] = &p_shader->spatial.unshaded;
  			shaders.actions_scene.render_mode_flags["depth_test_disable"] = &p_shader->spatial.no_depth_test;
  			shaders.actions_scene.render_mode_flags["use_tessellation"] = &p_shader->spatial.use_tessellation;
  
  			shaders.actions_scene.render_mode_flags["vertex_lighting"] = &p_shader->spatial.uses_vertex_lighting;
  
  			shaders.actions_scene.render_mode_flags["world_vertex_coords"] = &p_shader->spatial.uses_world_coordinates;
  
  			shaders.actions_scene.render_mode_flags["ensure_correct_normals"] = &p_shader->spatial.uses_ensure_correct_normals;
  
  			shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha;
  			shaders.actions_scene.usage_flag_pointers["ALPHA_SCISSOR"] = &p_shader->spatial.uses_alpha_scissor;
  
  			shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"] = &p_shader->spatial.uses_sss;
  			shaders.actions_scene.usage_flag_pointers["DISCARD"] = &p_shader->spatial.uses_discard;
  			shaders.actions_scene.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->spatial.uses_screen_texture;
  			shaders.actions_scene.usage_flag_pointers["DEPTH_TEXTURE"] = &p_shader->spatial.uses_depth_texture;
  			shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time;
  
  			// Use of any of these BUILTINS indicate the need for transformed tangents.
  			// This is needed to know when to transform tangents in software skinning.
  			shaders.actions_scene.usage_flag_pointers["TANGENT"] = &p_shader->spatial.uses_tangent;
  			shaders.actions_scene.usage_flag_pointers["NORMALMAP"] = &p_shader->spatial.uses_tangent;
  
  			shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
  			shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
  			shaders.actions_scene.write_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex;
  
  			actions = &shaders.actions_scene;
  			actions->uniforms = &p_shader->uniforms;
  
  		} break;
  		case VS::SHADER_PARTICLES: {
  			actions = &shaders.actions_particles;
  			actions->uniforms = &p_shader->uniforms;
  		} break;
  		case VS::SHADER_MAX:
  			break; // Can't happen, but silences warning
  	}
  
  	Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
  	if (err != OK) {
  		return;
  	}
  
  	p_shader->shader->set_custom_shader_code(p_shader->custom_code_id, gen_code.vertex, gen_code.vertex_global, gen_code.fragment, gen_code.light, gen_code.fragment_global, gen_code.tess, gen_code.tess_global, gen_code.tess_control, gen_code.tess_control_global, gen_code.uniforms, gen_code.texture_uniforms, gen_code.defines);
  
  	p_shader->ubo_size = gen_code.uniform_total_size;
  	p_shader->ubo_offsets = gen_code.uniform_offsets;
  	p_shader->texture_count = gen_code.texture_uniforms.size();
  	p_shader->texture_hints = gen_code.texture_hints;
  	p_shader->texture_types = gen_code.texture_types;
  
  	p_shader->uses_vertex_time = gen_code.uses_vertex_time;
  	p_shader->uses_fragment_time = gen_code.uses_fragment_time;
  
  	p_shader->uses_tess_control_time = gen_code.uses_tess_control_time;
  	p_shader->uses_tess_time = gen_code.uses_tess_time;
  
  	// some logic for batching
  	if (p_shader->mode == VS::SHADER_CANVAS_ITEM) {
  		if (p_shader->canvas_item.uses_modulate | p_shader->canvas_item.uses_color) {
  			p_shader->canvas_item.batch_flags |= RasterizerStorageCommon::PREVENT_COLOR_BAKING;
  		}
  		if (p_shader->canvas_item.uses_vertex) {
  			p_shader->canvas_item.batch_flags |= RasterizerStorageCommon::PREVENT_VERTEX_BAKING;
  		}
  		if (p_shader->canvas_item.uses_world_matrix | p_shader->canvas_item.uses_extra_matrix | p_shader->canvas_item.uses_projection_matrix | p_shader->canvas_item.uses_instance_custom) {
  			p_shader->canvas_item.batch_flags |= RasterizerStorageCommon::PREVENT_ITEM_JOINING;
  		}
  	}
  
  	//all materials using this shader will have to be invalidated, unfortunately
  
  	for (SelfList<Material> *E = p_shader->materials.first(); E; E = E->next()) {
  		_material_make_dirty(E->self());
  	}
  
  	p_shader->valid = true;
  	p_shader->version++;
  }
  
  void RasterizerStorageGLES3::update_dirty_shaders() {
  	while (_shader_dirty_list.first()) {
  		_update_shader(_shader_dirty_list.first()->self());
  	}
  }
  
  void RasterizerStorageGLES3::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
  	Shader *shader = shader_owner.get(p_shader);
  	ERR_FAIL_COND(!shader);
  
  	if (shader->dirty_list.in_list()) {
  		_update_shader(shader); // ok should be not anymore dirty
  	}
  
  	Map<int, StringName> order;
  
  	for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
  		if (E->get().texture_order >= 0) {
  			order[E->get().texture_order + 100000] = E->key();
  		} else {
  			order[E->get().order] = E->key();
  		}
  	}
  
  	for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  		PropertyInfo pi;
  		ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[E->get()];
  		pi.name = E->get();
  		switch (u.type) {
  			case ShaderLanguage::TYPE_STRUCT:
  				pi.type = Variant::ARRAY;
  				break;
  			case ShaderLanguage::TYPE_VOID:
  				pi.type = Variant::NIL;
  				break;
  			case ShaderLanguage::TYPE_BOOL:
  				pi.type = Variant::BOOL;
  				break;
  			case ShaderLanguage::TYPE_BVEC2:
  				pi.type = Variant::INT;
  				pi.hint = PROPERTY_HINT_FLAGS;
  				pi.hint_string = "x,y";
  				break;
  			case ShaderLanguage::TYPE_BVEC3:
  				pi.type = Variant::INT;
  				pi.hint = PROPERTY_HINT_FLAGS;
  				pi.hint_string = "x,y,z";
  				break;
  			case ShaderLanguage::TYPE_BVEC4:
  				pi.type = Variant::INT;
  				pi.hint = PROPERTY_HINT_FLAGS;
  				pi.hint_string = "x,y,z,w";
  				break;
  			case ShaderLanguage::TYPE_UINT:
  			case ShaderLanguage::TYPE_INT: {
  				pi.type = Variant::INT;
  				if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
  					pi.hint = PROPERTY_HINT_RANGE;
  					pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
  				}
  
  			} break;
  			case ShaderLanguage::TYPE_IVEC2:
  			case ShaderLanguage::TYPE_IVEC3:
  			case ShaderLanguage::TYPE_IVEC4:
  			case ShaderLanguage::TYPE_UVEC2:
  			case ShaderLanguage::TYPE_UVEC3:
  			case ShaderLanguage::TYPE_UVEC4: {
  				pi.type = Variant::POOL_INT_ARRAY;
  			} break;
  			case ShaderLanguage::TYPE_FLOAT: {
  				pi.type = Variant::REAL;
  				if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
  					pi.hint = PROPERTY_HINT_RANGE;
  					pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
  				}
  
  			} break;
  			case ShaderLanguage::TYPE_VEC2:
  				pi.type = Variant::VECTOR2;
  				break;
  			case ShaderLanguage::TYPE_VEC3:
  				pi.type = Variant::VECTOR3;
  				break;
  			case ShaderLanguage::TYPE_VEC4: {
  				if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
  					pi.type = Variant::COLOR;
  				} else {
  					pi.type = Variant::PLANE;
  				}
  			} break;
  			case ShaderLanguage::TYPE_MAT2:
  				pi.type = Variant::TRANSFORM2D;
  				break;
  			case ShaderLanguage::TYPE_MAT3:
  				pi.type = Variant::BASIS;
  				break;
  			case ShaderLanguage::TYPE_MAT4:
  				pi.type = Variant::TRANSFORM;
  				break;
  			case ShaderLanguage::TYPE_SAMPLER2D:
  			case ShaderLanguage::TYPE_SAMPLEREXT:
  			case ShaderLanguage::TYPE_ISAMPLER2D:
  			case ShaderLanguage::TYPE_USAMPLER2D: {
  				pi.type = Variant::OBJECT;
  				pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
  				pi.hint_string = "Texture";
  			} break;
  			case ShaderLanguage::TYPE_SAMPLER2DARRAY:
  			case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
  			case ShaderLanguage::TYPE_USAMPLER2DARRAY: {
  				pi.type = Variant::OBJECT;
  				pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
  				pi.hint_string = "TextureArray";
  			} break;
  			case ShaderLanguage::TYPE_SAMPLER3D:
  			case ShaderLanguage::TYPE_ISAMPLER3D:
  			case ShaderLanguage::TYPE_USAMPLER3D: {
  				pi.type = Variant::OBJECT;
  				pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
  				pi.hint_string = "Texture3D";
  			} break;
  			case ShaderLanguage::TYPE_SAMPLERCUBE: {
  				pi.type = Variant::OBJECT;
  				pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
  				pi.hint_string = "CubeMap";
  			} break;
  		};
  
  		p_param_list->push_back(pi);
  	}
  }
  
  void RasterizerStorageGLES3::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) {
  	Shader *shader = shader_owner.get(p_shader);
  	ERR_FAIL_COND(!shader);
  	ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture));
  
  	if (p_texture.is_valid()) {
  		shader->default_textures[p_name] = p_texture;
  	} else {
  		shader->default_textures.erase(p_name);
  	}
  
  	_shader_make_dirty(shader);
  }
  RID RasterizerStorageGLES3::shader_get_default_texture_param(RID p_shader, const StringName &p_name) const {
  	const Shader *shader = shader_owner.get(p_shader);
  	ERR_FAIL_COND_V(!shader, RID());
  
  	const Map<StringName, RID>::Element *E = shader->default_textures.find(p_name);
  	if (!E) {
  		return RID();
  	}
  	return E->get();
  }
  
  void RasterizerStorageGLES3::shader_add_custom_define(RID p_shader, const String &p_define) {
  	Shader *shader = shader_owner.get(p_shader);
  	ERR_FAIL_COND(!shader);
  
  	shader->shader->add_custom_define(p_define);
  
  	_shader_make_dirty(shader);
  }
  
  void RasterizerStorageGLES3::shader_get_custom_defines(RID p_shader, Vector<String> *p_defines) const {
  	Shader *shader = shader_owner.get(p_shader);
  	ERR_FAIL_COND(!shader);
  
  	shader->shader->get_custom_defines(p_defines);
  }
  
  void RasterizerStorageGLES3::shader_remove_custom_define(RID p_shader, const String &p_define) {
  	Shader *shader = shader_owner.get(p_shader);
  	ERR_FAIL_COND(!shader);
  
  	shader->shader->remove_custom_define(p_define);
  
  	_shader_make_dirty(shader);
  }
  
  /* COMMON MATERIAL API */
  
  void RasterizerStorageGLES3::_material_make_dirty(Material *p_material) const {
  	if (p_material->dirty_list.in_list()) {
  		return;
  	}
  
  	_material_dirty_list.add(&p_material->dirty_list);
  }
  
  RID RasterizerStorageGLES3::material_create() {
  	Material *material = memnew(Material);
  
  	return material_owner.make_rid(material);
  }
  
  void RasterizerStorageGLES3::material_set_shader(RID p_material, RID p_shader) {
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND(!material);
  
  	Shader *shader = shader_owner.getornull(p_shader);
  
  	if (material->shader) {
  		//if shader, remove from previous shader material list
  		material->shader->materials.remove(&material->list);
  	}
  	material->shader = shader;
  
  	if (shader) {
  		shader->materials.add(&material->list);
  	}
  
  	_material_make_dirty(material);
  }
  
  RID RasterizerStorageGLES3::material_get_shader(RID p_material) const {
  	const Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND_V(!material, RID());
  
  	if (material->shader) {
  		return material->shader->self;
  	}
  
  	return RID();
  }
  
  void RasterizerStorageGLES3::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND(!material);
  
  	if (p_value.get_type() == Variant::NIL) {
  		material->params.erase(p_param);
  	} else {
  		material->params[p_param] = p_value;
  	}
  
  	_material_make_dirty(material);
  }
  Variant RasterizerStorageGLES3::material_get_param(RID p_material, const StringName &p_param) const {
  	const Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND_V(!material, Variant());
  
  	if (material->params.has(p_param)) {
  		return material->params[p_param];
  	}
  
  	return material_get_param_default(p_material, p_param);
  }
  
  Variant RasterizerStorageGLES3::material_get_param_default(RID p_material, const StringName &p_param) const {
  	const Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND_V(!material, Variant());
  
  	if (material->shader) {
  		if (material->shader->uniforms.has(p_param)) {
  			ShaderLanguage::ShaderNode::Uniform uniform = material->shader->uniforms[p_param];
  			Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  			return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
  		}
  	}
  	return Variant();
  }
  
  void RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_width) {
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND(!material);
  
  	material->line_width = p_width;
  }
  
  void RasterizerStorageGLES3::material_set_next_pass(RID p_material, RID p_next_material) {
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND(!material);
  
  	material->next_pass = p_next_material;
  }
  
  bool RasterizerStorageGLES3::material_is_animated(RID p_material) {
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND_V(!material, false);
  	if (material->dirty_list.in_list()) {
  		_update_material(material);
  	}
  
  	bool animated = material->is_animated_cache;
  	if (!animated && material->next_pass.is_valid()) {
  		animated = material_is_animated(material->next_pass);
  	}
  	return animated;
  }
  bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) {
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND_V(!material, false);
  	if (material->dirty_list.in_list()) {
  		_update_material(material);
  	}
  
  	bool casts_shadows = material->can_cast_shadow_cache;
  
  	if (!casts_shadows && material->next_pass.is_valid()) {
  		casts_shadows = material_casts_shadows(material->next_pass);
  	}
  
  	return casts_shadows;
  }
  
  bool RasterizerStorageGLES3::material_uses_tangents(RID p_material) {
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND_V(!material, false);
  
  	if (!material->shader) {
  		return false;
  	}
  
  	if (material->shader->dirty_list.in_list()) {
  		_update_shader(material->shader);
  	}
  
  	return material->shader->spatial.uses_tangent;
  }
  
  bool RasterizerStorageGLES3::material_uses_ensure_correct_normals(RID p_material) {
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND_V(!material, false);
  
  	if (!material->shader) {
  		return false;
  	}
  
  	if (material->shader->dirty_list.in_list()) {
  		_update_shader(material->shader);
  	}
  
  	return material->shader->spatial.uses_ensure_correct_normals;
  }
  
  void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND(!material);
  
  	Map<RasterizerScene::InstanceBase *, int>::Element *E = material->instance_owners.find(p_instance);
  	if (E) {
  		E->get()++;
  	} else {
  		material->instance_owners[p_instance] = 1;
  	}
  }
  
  void RasterizerStorageGLES3::material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND(!material);
  
  	Map<RasterizerScene::InstanceBase *, int>::Element *E = material->instance_owners.find(p_instance);
  	ERR_FAIL_COND(!E);
  	E->get()--;
  
  	if (E->get() == 0) {
  		material->instance_owners.erase(E);
  	}
  }
  
  void RasterizerStorageGLES3::material_set_render_priority(RID p_material, int priority) {
  	ERR_FAIL_COND(priority < VS::MATERIAL_RENDER_PRIORITY_MIN);
  	ERR_FAIL_COND(priority > VS::MATERIAL_RENDER_PRIORITY_MAX);
  
  	Material *material = material_owner.get(p_material);
  	ERR_FAIL_COND(!material);
  
  	material->render_priority = priority;
  }
  
  _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant &value, uint8_t *data, bool p_linear_color) {
  	switch (type) {
  		case ShaderLanguage::TYPE_BOOL: {
  			bool v = value;
  
  			GLuint *gui = (GLuint *)data;
  			*gui = v ? GL_TRUE : GL_FALSE;
  		} break;
  		case ShaderLanguage::TYPE_BVEC2: {
  			int v = value;
  			GLuint *gui = (GLuint *)data;
  			gui[0] = (v & 1) ? GL_TRUE : GL_FALSE;
  			gui[1] = (v & 2) ? GL_TRUE : GL_FALSE;
  
  		} break;
  		case ShaderLanguage::TYPE_BVEC3: {
  			int v = value;
  			GLuint *gui = (GLuint *)data;
  			gui[0] = (v & 1) ? GL_TRUE : GL_FALSE;
  			gui[1] = (v & 2) ? GL_TRUE : GL_FALSE;
  			gui[2] = (v & 4) ? GL_TRUE : GL_FALSE;
  
  		} break;
  		case ShaderLanguage::TYPE_BVEC4: {
  			int v = value;
  			GLuint *gui = (GLuint *)data;
  			gui[0] = (v & 1) ? GL_TRUE : GL_FALSE;
  			gui[1] = (v & 2) ? GL_TRUE : GL_FALSE;
  			gui[2] = (v & 4) ? GL_TRUE : GL_FALSE;
  			gui[3] = (v & 8) ? GL_TRUE : GL_FALSE;
  
  		} break;
  		case ShaderLanguage::TYPE_INT: {
  			int v = value;
  			GLint *gui = (GLint *)data;
  			gui[0] = v;
  
  		} break;
  		case ShaderLanguage::TYPE_IVEC2: {
  			PoolVector<int> iv = value;
  			int s = iv.size();
  			GLint *gui = (GLint *)data;
  
  			PoolVector<int>::Read r = iv.read();
  
  			for (int i = 0; i < 2; i++) {
  				if (i < s) {
  					gui[i] = r[i];
  				} else {
  					gui[i] = 0;
  				}
  			}
  
  		} break;
  		case ShaderLanguage::TYPE_IVEC3: {
  			PoolVector<int> iv = value;
  			int s = iv.size();
  			GLint *gui = (GLint *)data;
  
  			PoolVector<int>::Read r = iv.read();
  
  			for (int i = 0; i < 3; i++) {
  				if (i < s) {
  					gui[i] = r[i];
  				} else {
  					gui[i] = 0;
  				}
  			}
  		} break;
  		case ShaderLanguage::TYPE_IVEC4: {
  			PoolVector<int> iv = value;
  			int s = iv.size();
  			GLint *gui = (GLint *)data;
  
  			PoolVector<int>::Read r = iv.read();
  
  			for (int i = 0; i < 4; i++) {
  				if (i < s) {
  					gui[i] = r[i];
  				} else {
  					gui[i] = 0;
  				}
  			}
  		} break;
  		case ShaderLanguage::TYPE_UINT: {
  			int v = value;
  			GLuint *gui = (GLuint *)data;
  			gui[0] = v;
  
  		} break;
  		case ShaderLanguage::TYPE_UVEC2: {
  			PoolVector<int> iv = value;
  			int s = iv.size();
  			GLuint *gui = (GLuint *)data;
  
  			PoolVector<int>::Read r = iv.read();
  
  			for (int i = 0; i < 2; i++) {
  				if (i < s) {
  					gui[i] = r[i];
  				} else {
  					gui[i] = 0;
  				}
  			}
  		} break;
  		case ShaderLanguage::TYPE_UVEC3: {
  			PoolVector<int> iv = value;
  			int s = iv.size();
  			GLuint *gui = (GLuint *)data;
  
  			PoolVector<int>::Read r = iv.read();
  
  			for (int i = 0; i < 3; i++) {
  				if (i < s) {
  					gui[i] = r[i];
  				} else {
  					gui[i] = 0;
  				}
  			}
  
  		} break;
  		case ShaderLanguage::TYPE_UVEC4: {
  			PoolVector<int> iv = value;
  			int s = iv.size();
  			GLuint *gui = (GLuint *)data;
  
  			PoolVector<int>::Read r = iv.read();
  
  			for (int i = 0; i < 4; i++) {
  				if (i < s) {
  					gui[i] = r[i];
  				} else {
  					gui[i] = 0;
  				}
  			}
  		} break;
  		case ShaderLanguage::TYPE_FLOAT: {
  			float v = value;
  			GLfloat *gui = (GLfloat *)data;
  			gui[0] = v;
  
  		} break;
  		case ShaderLanguage::TYPE_VEC2: {
  			Vector2 v = value;
  			GLfloat *gui = (GLfloat *)data;
  			gui[0] = v.x;
  			gui[1] = v.y;
  
  		} break;
  		case ShaderLanguage::TYPE_VEC3: {
  			Vector3 v = value;
  			GLfloat *gui = (GLfloat *)data;
  			gui[0] = v.x;
  			gui[1] = v.y;
  			gui[2] = v.z;
  
  		} break;
  		case ShaderLanguage::TYPE_VEC4: {
  			GLfloat *gui = (GLfloat *)data;
  
  			if (value.get_type() == Variant::COLOR) {
  				Color v = value;
  
  				if (p_linear_color) {
  					v = v.to_linear();
  				}
  
  				gui[0] = v.r;
  				gui[1] = v.g;
  				gui[2] = v.b;
  				gui[3] = v.a;
  			} else if (value.get_type() == Variant::RECT2) {
  				Rect2 v = value;
  
  				gui[0] = v.position.x;
  				gui[1] = v.position.y;
  				gui[2] = v.size.x;
  				gui[3] = v.size.y;
  			} else if (value.get_type() == Variant::QUAT) {
  				Quat v = value;
  
  				gui[0] = v.x;
  				gui[1] = v.y;
  				gui[2] = v.z;
  				gui[3] = v.w;
  			} else {
  				Plane v = value;
  
  				gui[0] = v.normal.x;
  				gui[1] = v.normal.y;
  				gui[2] = v.normal.z;
  				gui[3] = v.d;
  			}
  		} break;
  		case ShaderLanguage::TYPE_MAT2: {
  			Transform2D v = value;
  			GLfloat *gui = (GLfloat *)data;
  
  			//in std140 members of mat2 are treated as vec4s
  			gui[0] = v.elements[0][0];
  			gui[1] = v.elements[0][1];
  			gui[2] = 0;
  			gui[3] = 0;
  			gui[4] = v.elements[1][0];
  			gui[5] = v.elements[1][1];
  			gui[6] = 0;
  			gui[7] = 0;
  		} break;
  		case ShaderLanguage::TYPE_MAT3: {
  			Basis v = value;
  			GLfloat *gui = (GLfloat *)data;
  
  			gui[0] = v.elements[0][0];
  			gui[1] = v.elements[1][0];
  			gui[2] = v.elements[2][0];
  			gui[3] = 0;
  			gui[4] = v.elements[0][1];
  			gui[5] = v.elements[1][1];
  			gui[6] = v.elements[2][1];
  			gui[7] = 0;
  			gui[8] = v.elements[0][2];
  			gui[9] = v.elements[1][2];
  			gui[10] = v.elements[2][2];
  			gui[11] = 0;
  		} break;
  		case ShaderLanguage::TYPE_MAT4: {
  			Transform v = value;
  			GLfloat *gui = (GLfloat *)data;
  
  			gui[0] = v.basis.elements[0][0];
  			gui[1] = v.basis.elements[1][0];
  			gui[2] = v.basis.elements[2][0];
  			gui[3] = 0;
  			gui[4] = v.basis.elements[0][1];
  			gui[5] = v.basis.elements[1][1];
  			gui[6] = v.basis.elements[2][1];
  			gui[7] = 0;
  			gui[8] = v.basis.elements[0][2];
  			gui[9] = v.basis.elements[1][2];
  			gui[10] = v.basis.elements[2][2];
  			gui[11] = 0;
  			gui[12] = v.origin.x;
  			gui[13] = v.origin.y;
  			gui[14] = v.origin.z;
  			gui[15] = 1;
  		} break;
  		default: {
  		}
  	}
  }
  
  _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) {
  	switch (type) {
  		case ShaderLanguage::TYPE_BOOL: {
  			GLuint *gui = (GLuint *)data;
  			*gui = value[0].boolean ? GL_TRUE : GL_FALSE;
  		} break;
  		case ShaderLanguage::TYPE_BVEC2: {
  			GLuint *gui = (GLuint *)data;
  			gui[0] = value[0].boolean ? GL_TRUE : GL_FALSE;
  			gui[1] = value[1].boolean ? GL_TRUE : GL_FALSE;
  
  		} break;
  		case ShaderLanguage::TYPE_BVEC3: {
  			GLuint *gui = (GLuint *)data;
  			gui[0] = value[0].boolean ? GL_TRUE : GL_FALSE;
  			gui[1] = value[1].boolean ? GL_TRUE : GL_FALSE;
  			gui[2] = value[2].boolean ? GL_TRUE : GL_FALSE;
  
  		} break;
  		case ShaderLanguage::TYPE_BVEC4: {
  			GLuint *gui = (GLuint *)data;
  			gui[0] = value[0].boolean ? GL_TRUE : GL_FALSE;
  			gui[1] = value[1].boolean ? GL_TRUE : GL_FALSE;
  			gui[2] = value[2].boolean ? GL_TRUE : GL_FALSE;
  			gui[3] = value[3].boolean ? GL_TRUE : GL_FALSE;
  
  		} break;
  		case ShaderLanguage::TYPE_INT: {
  			GLint *gui = (GLint *)data;
  			gui[0] = value[0].sint;
  
  		} break;
  		case ShaderLanguage::TYPE_IVEC2: {
  			GLint *gui = (GLint *)data;
  
  			for (int i = 0; i < 2; i++) {
  				gui[i] = value[i].sint;
  			}
  
  		} break;
  		case ShaderLanguage::TYPE_IVEC3: {
  			GLint *gui = (GLint *)data;
  
  			for (int i = 0; i < 3; i++) {
  				gui[i] = value[i].sint;
  			}
  
  		} break;
  		case ShaderLanguage::TYPE_IVEC4: {
  			GLint *gui = (GLint *)data;
  
  			for (int i = 0; i < 4; i++) {
  				gui[i] = value[i].sint;
  			}
  
  		} break;
  		case ShaderLanguage::TYPE_UINT: {
  			GLuint *gui = (GLuint *)data;
  			gui[0] = value[0].uint;
  
  		} break;
  		case ShaderLanguage::TYPE_UVEC2: {
  			GLint *gui = (GLint *)data;
  
  			for (int i = 0; i < 2; i++) {
  				gui[i] = value[i].uint;
  			}
  		} break;
  		case ShaderLanguage::TYPE_UVEC3: {
  			GLint *gui = (GLint *)data;
  
  			for (int i = 0; i < 3; i++) {
  				gui[i] = value[i].uint;
  			}
  
  		} break;
  		case ShaderLanguage::TYPE_UVEC4: {
  			GLint *gui = (GLint *)data;
  
  			for (int i = 0; i < 4; i++) {
  				gui[i] = value[i].uint;
  			}
  		} break;
  		case ShaderLanguage::TYPE_FLOAT: {
  			GLfloat *gui = (GLfloat *)data;
  			gui[0] = value[0].real;
  
  		} break;
  		case ShaderLanguage::TYPE_VEC2: {
  			GLfloat *gui = (GLfloat *)data;
  
  			for (int i = 0; i < 2; i++) {
  				gui[i] = value[i].real;
  			}
  
  		} break;
  		case ShaderLanguage::TYPE_VEC3: {
  			GLfloat *gui = (GLfloat *)data;
  
  			for (int i = 0; i < 3; i++) {
  				gui[i] = value[i].real;
  			}
  
  		} break;
  		case ShaderLanguage::TYPE_VEC4: {
  			GLfloat *gui = (GLfloat *)data;
  
  			for (int i = 0; i < 4; i++) {
  				gui[i] = value[i].real;
  			}
  		} break;
  		case ShaderLanguage::TYPE_MAT2: {
  			GLfloat *gui = (GLfloat *)data;
  
  			//in std140 members of mat2 are treated as vec4s
  			gui[0] = value[0].real;
  			gui[1] = value[1].real;
  			gui[2] = 0;
  			gui[3] = 0;
  			gui[4] = value[2].real;
  			gui[5] = value[3].real;
  			gui[6] = 0;
  			gui[7] = 0;
  		} break;
  		case ShaderLanguage::TYPE_MAT3: {
  			GLfloat *gui = (GLfloat *)data;
  
  			gui[0] = value[0].real;
  			gui[1] = value[1].real;
  			gui[2] = value[2].real;
  			gui[3] = 0;
  			gui[4] = value[3].real;
  			gui[5] = value[4].real;
  			gui[6] = value[5].real;
  			gui[7] = 0;
  			gui[8] = value[6].real;
  			gui[9] = value[7].real;
  			gui[10] = value[8].real;
  			gui[11] = 0;
  		} break;
  		case ShaderLanguage::TYPE_MAT4: {
  			GLfloat *gui = (GLfloat *)data;
  
  			for (int i = 0; i < 16; i++) {
  				gui[i] = value[i].real;
  			}
  		} break;
  		default: {
  		}
  	}
  }
  
  _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, uint8_t *data) {
  	switch (type) {
  		case ShaderLanguage::TYPE_BOOL:
  		case ShaderLanguage::TYPE_INT:
  		case ShaderLanguage::TYPE_UINT:
  		case ShaderLanguage::TYPE_FLOAT: {
  			memset(data, 0, 4);
  		} break;
  		case ShaderLanguage::TYPE_BVEC2:
  		case ShaderLanguage::TYPE_IVEC2:
  		case ShaderLanguage::TYPE_UVEC2:
  		case ShaderLanguage::TYPE_VEC2: {
  			memset(data, 0, 8);
  		} break;
  		case ShaderLanguage::TYPE_BVEC3:
  		case ShaderLanguage::TYPE_IVEC3:
  		case ShaderLanguage::TYPE_UVEC3:
  		case ShaderLanguage::TYPE_VEC3: {
  			memset(data, 0, 12);
  		} break;
  		case ShaderLanguage::TYPE_BVEC4:
  		case ShaderLanguage::TYPE_IVEC4:
  		case ShaderLanguage::TYPE_UVEC4:
  		case ShaderLanguage::TYPE_VEC4: {
  			memset(data, 0, 16);
  		} break;
  		case ShaderLanguage::TYPE_MAT2: {
  			memset(data, 0, 32);
  		} break;
  		case ShaderLanguage::TYPE_MAT3: {
  			memset(data, 0, 48);
  		} break;
  		case ShaderLanguage::TYPE_MAT4: {
  			memset(data, 0, 64);
  		} break;
  
  		default: {
  		}
  	}
  }
  
  void RasterizerStorageGLES3::_update_material(Material *material) {
  	if (material->dirty_list.in_list()) {
  		_material_dirty_list.remove(&material->dirty_list);
  	}
  
  	if (material->shader && material->shader->dirty_list.in_list()) {
  		_update_shader(material->shader);
  	}
  
  	if (material->shader && !material->shader->valid) {
  		return;
  	}
  
  	//update caches
  
  	{
  		bool can_cast_shadow = false;
  		bool is_animated = false;
  
  		if (material->shader && material->shader->mode == VS::SHADER_SPATIAL) {
  			if (material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX &&
  					(!material->shader->spatial.uses_alpha || material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) {
  				can_cast_shadow = true;
  			}
  
  			if (material->shader->spatial.uses_discard && material->shader->uses_fragment_time) {
  				is_animated = true;
  			}
  
  			if (material->shader->spatial.uses_vertex && material->shader->uses_vertex_time) {
  				is_animated = true;
  			}
  
  			if (material->shader->spatial.uses_vertex && material->shader->uses_tess_time) {
  				is_animated = true;
  			}
  
  			if (material->shader->spatial.uses_vertex && material->shader->uses_tess_control_time) {
  				is_animated = true;
  			}
  
  			if (can_cast_shadow != material->can_cast_shadow_cache || is_animated != material->is_animated_cache) {
  				material->can_cast_shadow_cache = can_cast_shadow;
  				material->is_animated_cache = is_animated;
  
  				for (Map<Geometry *, int>::Element *E = material->geometry_owners.front(); E; E = E->next()) {
  					E->key()->material_changed_notify();
  				}
  
  				for (Map<RasterizerScene::InstanceBase *, int>::Element *E = material->instance_owners.front(); E; E = E->next()) {
  					E->key()->base_changed(false, true);
  				}
  			}
  		}
  	}
  
  	//clear ubo if it needs to be cleared
  	if (material->ubo_size) {
  		if (!material->shader || material->shader->ubo_size != material->ubo_size) {
  			//by by ubo
  			glDeleteBuffers(1, &material->ubo_id);
  			material->ubo_id = 0;
  			material->ubo_size = 0;
  		}
  	}
  
  	//create ubo if it needs to be created
  	if (material->ubo_size == 0 && material->shader && material->shader->ubo_size) {
  		glGenBuffers(1, &material->ubo_id);
  		glBindBuffer(GL_UNIFORM_BUFFER, material->ubo_id);
  		glBufferData(GL_UNIFORM_BUFFER, material->shader->ubo_size, nullptr, GL_STATIC_DRAW);
  		glBindBuffer(GL_UNIFORM_BUFFER, 0);
  		material->ubo_size = material->shader->ubo_size;
  	}
  
  	//fill up the UBO if it needs to be filled
  	if (material->shader && material->ubo_size) {
  		uint8_t *local_ubo = (uint8_t *)alloca(material->ubo_size);
  
  		for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) {
  			if (E->get().order < 0) {
  				continue; // texture, does not go here
  			}
  
  			//regular uniform
  			uint8_t *data = &local_ubo[material->shader->ubo_offsets[E->get().order]];
  
  			Map<StringName, Variant>::Element *V = material->params.find(E->key());
  
  			if (V) {
  				//user provided
  				_fill_std140_variant_ubo_value(E->get().type, V->get(), data, material->shader->mode == VS::SHADER_SPATIAL);
  
  			} else if (E->get().default_value.size()) {
  				//default value
  				_fill_std140_ubo_value(E->get().type, E->get().default_value, data);
  				//value=E->get().default_value;
  			} else {
  				//zero because it was not provided
  				if (E->get().type == ShaderLanguage::TYPE_VEC4 && E->get().hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
  					//colors must be set as black, with alpha as 1.0
  					_fill_std140_variant_ubo_value(E->get().type, Color(0, 0, 0, 1), data, material->shader->mode == VS::SHADER_SPATIAL);
  				} else {
  					//else just zero it out
  					_fill_std140_ubo_empty(E->get().type, data);
  				}
  			}
  		}
  
  		glBindBuffer(GL_UNIFORM_BUFFER, material->ubo_id);
  		glBufferData(GL_UNIFORM_BUFFER, material->ubo_size, local_ubo, GL_STATIC_DRAW);
  		glBindBuffer(GL_UNIFORM_BUFFER, 0);
  	}
  
  	//set up the texture array, for easy access when it needs to be drawn
  	if (material->shader && material->shader->texture_count) {
  		material->texture_is_3d.resize(material->shader->texture_count);
  		material->textures.resize(material->shader->texture_count);
  
  		for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) {
  			if (E->get().texture_order < 0) {
  				continue; // not a texture, does not go here
  			}
  
  			RID texture;
  
  			switch (E->get().type) {
  				case ShaderLanguage::TYPE_SAMPLER3D:
  				case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
  					material->texture_is_3d.write[E->get().texture_order] = true;
  				} break;
  				default: {
  					material->texture_is_3d.write[E->get().texture_order] = false;
  				} break;
  			}
  
  			Map<StringName, Variant>::Element *V = material->params.find(E->key());
  			if (V) {
  				texture = V->get();
  			}
  
  			if (!texture.is_valid()) {
  				Map<StringName, RID>::Element *W = material->shader->default_textures.find(E->key());
  				if (W) {
  					texture = W->get();
  				}
  			}
  
  			material->textures.write[E->get().texture_order] = texture;
  		}
  
  	} else {
  		material->textures.clear();
  		material->texture_is_3d.clear();
  	}
  }
  
  void RasterizerStorageGLES3::_material_add_geometry(RID p_material, Geometry *p_geometry) {
  	Material *material = material_owner.getornull(p_material);
  	ERR_FAIL_COND(!material);
  
  	Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
  
  	if (I) {
  		I->get()++;
  	} else {
  		material->geometry_owners[p_geometry] = 1;
  	}
  }
  
  void RasterizerStorageGLES3::_material_remove_geometry(RID p_material, Geometry *p_geometry) {
  	Material *material = material_owner.getornull(p_material);
  	ERR_FAIL_COND(!material);
  
  	Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
  	ERR_FAIL_COND(!I);
  
  	I->get()--;
  	if (I->get() == 0) {
  		material->geometry_owners.erase(I);
  	}
  }
  
  void RasterizerStorageGLES3::update_dirty_materials() {
  	while (_material_dirty_list.first()) {
  		Material *material = _material_dirty_list.first()->self();
  
  		_update_material(material);
  	}
  }
  
  /* MESH API */
  
  RID RasterizerStorageGLES3::mesh_create() {
  	Mesh *mesh = memnew(Mesh);
  
  	return mesh_owner.make_rid(mesh);
  }
  
  void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t>> &p_blend_shapes, const Vector<AABB> &p_bone_aabbs) {
  	PoolVector<uint8_t> array = p_array;
  
  	Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND(!mesh);
  
  	ERR_FAIL_COND(!(p_format & VS::ARRAY_FORMAT_VERTEX));
  
  	//must have index and bones, both.
  	{
  		uint32_t bones_weight = VS::ARRAY_FORMAT_BONES | VS::ARRAY_FORMAT_WEIGHTS;
  		ERR_FAIL_COND_MSG((p_format & bones_weight) && (p_format & bones_weight) != bones_weight, "Array must have both bones and weights in format or none.");
  	}
  
  	//bool has_morph = p_blend_shapes.size();
  	bool use_split_stream = GLOBAL_GET("rendering/mesh_storage/split_stream") && !(p_format & VS::ARRAY_FLAG_USE_DYNAMIC_UPDATE);
  
  	Surface::Attrib attribs[VS::ARRAY_MAX];
  
  	int attributes_base_offset = 0;
  	int attributes_stride = 0;
  	int positions_stride = 0;
  
  	for (int i = 0; i < VS::ARRAY_MAX; i++) {
  		attribs[i].index = i;
  
  		if (!(p_format & (1 << i))) {
  			attribs[i].enabled = false;
  			attribs[i].integer = false;
  			continue;
  		}
  
  		attribs[i].enabled = true;
  		attribs[i].offset = attributes_base_offset + attributes_stride;
  		attribs[i].integer = false;
  
  		switch (i) {
  			case VS::ARRAY_VERTEX: {
  				if (p_format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
  					attribs[i].size = 2;
  				} else {
  					attribs[i].size = (p_format & VS::ARRAY_COMPRESS_VERTEX) ? 4 : 3;
  				}
  
  				if (p_format & VS::ARRAY_COMPRESS_VERTEX) {
  					attribs[i].type = GL_HALF_FLOAT;
  					positions_stride += attribs[i].size * 2;
  				} else {
  					attribs[i].type = GL_FLOAT;
  					positions_stride += attribs[i].size * 4;
  				}
  
  				attribs[i].normalized = GL_FALSE;
  
  				if (use_split_stream) {
  					attributes_base_offset = positions_stride * p_vertex_count;
  				} else {
  					attributes_base_offset = positions_stride;
  				}
  
  			} break;
  			case VS::ARRAY_NORMAL: {
  				if (p_format & VS::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
  					// Always pack normal and tangent into vec4
  					// normal will be xy tangent will be zw
  					// normal will always be oct32 (4 byte) encoded
  					// UNLESS tangent exists and is also compressed
  					// then it will be oct16 encoded along with tangent
  					attribs[i].normalized = GL_TRUE;
  					attribs[i].size = 4;
  					attribs[i].type = GL_SHORT;
  					attributes_stride += 4;
  				} else {
  					attribs[i].size = 3;
  
  					if (p_format & VS::ARRAY_COMPRESS_NORMAL) {
  						attribs[i].type = GL_BYTE;
  						attributes_stride += 4; //pad extra byte
  						attribs[i].normalized = GL_TRUE;
  					} else {
  						attribs[i].type = GL_FLOAT;
  						attributes_stride += 12;
  						attribs[i].normalized = GL_FALSE;
  					}
  				}
  
  			} break;
  			case VS::ARRAY_TANGENT: {
  				if (p_format & VS::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
  					attribs[i].enabled = false;
  					if (p_format & VS::ARRAY_COMPRESS_TANGENT && p_format & VS::ARRAY_COMPRESS_NORMAL) {
  						// normal and tangent will each be oct16 (2 bytes each)
  						// pack into single vec4<GL_BYTE> for memory bandwidth
  						// savings while keeping 4 byte alignment
  						attribs[VS::ARRAY_NORMAL].type = GL_BYTE;
  					} else {
  						// normal and tangent will each be oct32 (4 bytes each)
  						attributes_stride += 4;
  					}
  				} else {
  					attribs[i].size = 4;
  
  					if (p_format & VS::ARRAY_COMPRESS_TANGENT) {
  						attribs[i].type = GL_BYTE;
  						attributes_stride += 4;
  						attribs[i].normalized = GL_TRUE;
  					} else {
  						attribs[i].type = GL_FLOAT;
  						attributes_stride += 16;
  						attribs[i].normalized = GL_FALSE;
  					}
  				}
  
  			} break;
  			case VS::ARRAY_COLOR: {
  				attribs[i].size = 4;
  
  				if (p_format & VS::ARRAY_COMPRESS_COLOR) {
  					attribs[i].type = GL_UNSIGNED_BYTE;
  					attributes_stride += 4;
  					attribs[i].normalized = GL_TRUE;
  				} else {
  					attribs[i].type = GL_FLOAT;
  					attributes_stride += 16;
  					attribs[i].normalized = GL_FALSE;
  				}
  
  			} break;
  			case VS::ARRAY_TEX_UV: {
  				attribs[i].size = 2;
  
  				if (p_format & VS::ARRAY_COMPRESS_TEX_UV) {
  					attribs[i].type = GL_HALF_FLOAT;
  					attributes_stride += 4;
  				} else {
  					attribs[i].type = GL_FLOAT;
  					attributes_stride += 8;
  				}
  
  				attribs[i].normalized = GL_FALSE;
  
  			} break;
  			case VS::ARRAY_TEX_UV2: {
  				attribs[i].size = 2;
  
  				if (p_format & VS::ARRAY_COMPRESS_TEX_UV2) {
  					attribs[i].type = GL_HALF_FLOAT;
  					attributes_stride += 4;
  				} else {
  					attribs[i].type = GL_FLOAT;
  					attributes_stride += 8;
  				}
  				attribs[i].normalized = GL_FALSE;
  
  			} break;
  			case VS::ARRAY_BONES: {
  				attribs[i].size = 4;
  
  				if (p_format & VS::ARRAY_FLAG_USE_16_BIT_BONES) {
  					attribs[i].type = GL_UNSIGNED_SHORT;
  					attributes_stride += 8;
  				} else {
  					attribs[i].type = GL_UNSIGNED_BYTE;
  					attributes_stride += 4;
  				}
  
  				attribs[i].normalized = GL_FALSE;
  				attribs[i].integer = true;
  
  			} break;
  			case VS::ARRAY_WEIGHTS: {
  				attribs[i].size = 4;
  
  				if (p_format & VS::ARRAY_COMPRESS_WEIGHTS) {
  					attribs[i].type = GL_UNSIGNED_SHORT;
  					attributes_stride += 8;
  					attribs[i].normalized = GL_TRUE;
  				} else {
  					attribs[i].type = GL_FLOAT;
  					attributes_stride += 16;
  					attribs[i].normalized = GL_FALSE;
  				}
  
  			} break;
  			case VS::ARRAY_INDEX: {
  				attribs[i].size = 1;
  
  				if (p_vertex_count >= (1 << 16)) {
  					attribs[i].type = GL_UNSIGNED_INT;
  					attribs[i].stride = 4;
  				} else {
  					attribs[i].type = GL_UNSIGNED_SHORT;
  					attribs[i].stride = 2;
  				}
  
  				attribs[i].normalized = GL_FALSE;
  
  			} break;
  		}
  	}
  
  	if (use_split_stream) {
  		attribs[VS::ARRAY_VERTEX].stride = positions_stride;
  		for (int i = 1; i < VS::ARRAY_MAX - 1; i++) {
  			attribs[i].stride = attributes_stride;
  		}
  	} else {
  		for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
  			attribs[i].stride = positions_stride + attributes_stride;
  		}
  	}
  
  	//validate sizes
  
  	int stride = positions_stride + attributes_stride;
  	int array_size = stride * p_vertex_count;
  	int index_array_size = 0;
  	if (array.size() != array_size && array.size() + p_vertex_count * 2 == array_size) {
  		//old format, convert
  		array = PoolVector<uint8_t>();
  
  		array.resize(p_array.size() + p_vertex_count * 2);
  
  		PoolVector<uint8_t>::Write w = array.write();
  		PoolVector<uint8_t>::Read r = p_array.read();
  
  		uint16_t *w16 = (uint16_t *)w.ptr();
  		const uint16_t *r16 = (uint16_t *)r.ptr();
  
  		uint16_t one = Math::make_half_float(1);
  
  		for (int i = 0; i < p_vertex_count; i++) {
  			*w16++ = *r16++;
  			*w16++ = *r16++;
  			*w16++ = *r16++;
  			*w16++ = one;
  			for (int j = 0; j < (stride / 2) - 4; j++) {
  				*w16++ = *r16++;
  			}
  		}
  	}
  
  	ERR_FAIL_COND(array.size() != array_size);
  
  	if (p_format & VS::ARRAY_FORMAT_INDEX) {
  		index_array_size = attribs[VS::ARRAY_INDEX].stride * p_index_count;
  	}
  
  	ERR_FAIL_COND(p_index_array.size() != index_array_size);
  
  	ERR_FAIL_COND(p_blend_shapes.size() != mesh->blend_shape_count);
  
  	for (int i = 0; i < p_blend_shapes.size(); i++) {
  		ERR_FAIL_COND(p_blend_shapes[i].size() != array_size);
  	}
  
  	//ok all valid, create stuff
  
  	Surface *surface = memnew(Surface);
  
  	surface->active = true;
  	surface->array_len = p_vertex_count;
  	surface->index_array_len = p_index_count;
  	surface->array_byte_size = array.size();
  	surface->index_array_byte_size = p_index_array.size();
  	surface->primitive = p_primitive;
  	surface->mesh = mesh;
  	surface->format = p_format;
  	surface->skeleton_bone_aabb = p_bone_aabbs;
  	surface->skeleton_bone_used.resize(surface->skeleton_bone_aabb.size());
  	surface->aabb = p_aabb;
  	surface->max_bone = p_bone_aabbs.size();
  	surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size;
  
  	for (int i = 0; i < surface->skeleton_bone_used.size(); i++) {
  		if (surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0) {
  			surface->skeleton_bone_used.write[i] = false;
  		} else {
  			surface->skeleton_bone_used.write[i] = true;
  		}
  	}
  
  	for (int i = 0; i < VS::ARRAY_MAX; i++) {
  		surface->attribs[i] = attribs[i];
  	}
  
  	{
  		PoolVector<uint8_t>::Read vr = array.read();
  
  		glGenBuffers(1, &surface->vertex_id);
  		glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
  		glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), (p_format & VS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
  		glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  
  		if (p_format & VS::ARRAY_FORMAT_INDEX) {
  			PoolVector<uint8_t>::Read ir = p_index_array.read();
  
  			glGenBuffers(1, &surface->index_id);
  			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
  			glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_array_size, ir.ptr(), GL_STATIC_DRAW);
  			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
  		}
  
  		//generate arrays for faster state switching
  
  		for (int ai = 0; ai < 2; ai++) {
  			if (ai == 0) {
  				//for normal draw
  				glGenVertexArrays(1, &surface->array_id);
  				glBindVertexArray(surface->array_id);
  				glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
  			} else if (ai == 1) {
  				//for instancing draw (can be changed and no one cares)
  				glGenVertexArrays(1, &surface->instancing_array_id);
  				glBindVertexArray(surface->instancing_array_id);
  				glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
  			}
  
  			for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
  				if (!attribs[i].enabled) {
  					continue;
  				}
  
  				if (attribs[i].integer) {
  					glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
  				} else {
  					glVertexAttribPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
  				}
  				glEnableVertexAttribArray(attribs[i].index);
  			}
  
  			if (surface->index_id) {
  				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
  			}
  
  			glBindVertexArray(0);
  			glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  		}
  
  #ifdef DEBUG_ENABLED
  
  		if (config.generate_wireframes && p_primitive == VS::PRIMITIVE_TRIANGLES) {
  			//generate wireframes, this is used mostly by editor
  			PoolVector<uint32_t> wf_indices;
  			int index_count;
  
  			if (p_format & VS::ARRAY_FORMAT_INDEX) {
  				index_count = p_index_count * 2;
  				wf_indices.resize(index_count);
  
  				PoolVector<uint8_t>::Read ir = p_index_array.read();
  				PoolVector<uint32_t>::Write wr = wf_indices.write();
  
  				if (p_vertex_count < (1 << 16)) {
  					//read 16 bit indices
  					const uint16_t *src_idx = (const uint16_t *)ir.ptr();
  					for (int i = 0; i + 5 < index_count; i += 6) {
  						wr[i + 0] = src_idx[i / 2];
  						wr[i + 1] = src_idx[i / 2 + 1];
  						wr[i + 2] = src_idx[i / 2 + 1];
  						wr[i + 3] = src_idx[i / 2 + 2];
  						wr[i + 4] = src_idx[i / 2 + 2];
  						wr[i + 5] = src_idx[i / 2];
  					}
  
  				} else {
  					//read 16 bit indices
  					const uint32_t *src_idx = (const uint32_t *)ir.ptr();
  					for (int i = 0; i + 5 < index_count; i += 6) {
  						wr[i + 0] = src_idx[i / 2];
  						wr[i + 1] = src_idx[i / 2 + 1];
  						wr[i + 2] = src_idx[i / 2 + 1];
  						wr[i + 3] = src_idx[i / 2 + 2];
  						wr[i + 4] = src_idx[i / 2 + 2];
  						wr[i + 5] = src_idx[i / 2];
  					}
  				}
  
  			} else {
  				index_count = p_vertex_count * 2;
  				wf_indices.resize(index_count);
  				PoolVector<uint32_t>::Write wr = wf_indices.write();
  				for (int i = 0; i + 5 < index_count; i += 6) {
  					wr[i + 0] = i / 2;
  					wr[i + 1] = i / 2 + 1;
  					wr[i + 2] = i / 2 + 1;
  					wr[i + 3] = i / 2 + 2;
  					wr[i + 4] = i / 2 + 2;
  					wr[i + 5] = i / 2;
  				}
  			}
  			{
  				PoolVector<uint32_t>::Read ir = wf_indices.read();
  
  				glGenBuffers(1, &surface->index_wireframe_id);
  				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_wireframe_id);
  				glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_count * sizeof(uint32_t), ir.ptr(), GL_STATIC_DRAW);
  				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
  
  				surface->index_wireframe_len = index_count;
  			}
  
  			for (int ai = 0; ai < 2; ai++) {
  				if (ai == 0) {
  					//for normal draw
  					glGenVertexArrays(1, &surface->array_wireframe_id);
  					glBindVertexArray(surface->array_wireframe_id);
  					glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
  				} else if (ai == 1) {
  					//for instancing draw (can be changed and no one cares)
  					glGenVertexArrays(1, &surface->instancing_array_wireframe_id);
  					glBindVertexArray(surface->instancing_array_wireframe_id);
  					glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
  				}
  
  				for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
  					if (!attribs[i].enabled) {
  						continue;
  					}
  
  					if (attribs[i].integer) {
  						glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
  					} else {
  						glVertexAttribPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
  					}
  					glEnableVertexAttribArray(attribs[i].index);
  				}
  
  				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_wireframe_id);
  
  				glBindVertexArray(0);
  				glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  			}
  		}
  
  #endif
  	}
  
  	{
  		//blend shapes
  
  		for (int i = 0; i < p_blend_shapes.size(); i++) {
  			Surface::BlendShape mt;
  
  			PoolVector<uint8_t>::Read vr = p_blend_shapes[i].read();
  
  			surface->total_data_size += array_size;
  
  			glGenBuffers(1, &mt.vertex_id);
  			glBindBuffer(GL_ARRAY_BUFFER, mt.vertex_id);
  			glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), GL_STATIC_DRAW);
  			glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  
  			glGenVertexArrays(1, &mt.array_id);
  			glBindVertexArray(mt.array_id);
  			glBindBuffer(GL_ARRAY_BUFFER, mt.vertex_id);
  
  			for (int j = 0; j < VS::ARRAY_MAX - 1; j++) {
  				if (!attribs[j].enabled) {
  					continue;
  				}
  
  				if (attribs[j].integer) {
  					glVertexAttribIPointer(attribs[j].index, attribs[j].size, attribs[j].type, attribs[j].stride, CAST_INT_TO_UCHAR_PTR(attribs[j].offset));
  				} else {
  					glVertexAttribPointer(attribs[j].index, attribs[j].size, attribs[j].type, attribs[j].normalized, attribs[j].stride, CAST_INT_TO_UCHAR_PTR(attribs[j].offset));
  				}
  				glEnableVertexAttribArray(attribs[j].index);
  			}
  
  			glBindVertexArray(0);
  			glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  
  			surface->blend_shapes.push_back(mt);
  		}
  	}
  
  	mesh->surfaces.push_back(surface);
  	mesh->instance_change_notify(true, true);
  
  	info.vertex_mem += surface->total_data_size;
  }
  
  void RasterizerStorageGLES3::mesh_set_blend_shape_count(RID p_mesh, int p_amount) {
  	Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND(!mesh);
  
  	ERR_FAIL_COND(mesh->surfaces.size() != 0);
  	ERR_FAIL_COND(p_amount < 0);
  
  	mesh->blend_shape_count = p_amount;
  	mesh->instance_change_notify(true, false);
  }
  int RasterizerStorageGLES3::mesh_get_blend_shape_count(RID p_mesh) const {
  	const Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND_V(!mesh, 0);
  
  	return mesh->blend_shape_count;
  }
  
  void RasterizerStorageGLES3::mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) {
  	Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND(!mesh);
  
  	mesh->blend_shape_mode = p_mode;
  }
  VS::BlendShapeMode RasterizerStorageGLES3::mesh_get_blend_shape_mode(RID p_mesh) const {
  	const Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND_V(!mesh, VS::BLEND_SHAPE_MODE_NORMALIZED);
  
  	return mesh->blend_shape_mode;
  }
  
  void RasterizerStorageGLES3::mesh_set_blend_shape_values(RID p_mesh, PoolVector<float> p_values) {
  	Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND(!mesh);
  	mesh->blend_shape_values = p_values;
  }
  
  PoolVector<float> RasterizerStorageGLES3::mesh_get_blend_shape_values(RID p_mesh) const {
  	const Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND_V(!mesh, PoolVector<float>());
  	return mesh->blend_shape_values;
  }
  
  void RasterizerStorageGLES3::mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) {
  	Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND(!mesh);
  	ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
  
  	int total_size = p_data.size();
  	ERR_FAIL_COND(p_offset + total_size > mesh->surfaces[p_surface]->array_byte_size);
  
  	PoolVector<uint8_t>::Read r = p_data.read();
  
  	glBindBuffer(GL_ARRAY_BUFFER, mesh->surfaces[p_surface]->vertex_id);
  	glBufferSubData(GL_ARRAY_BUFFER, p_offset, total_size, r.ptr());
  	glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  }
  
  void RasterizerStorageGLES3::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
  	Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND(!mesh);
  	ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
  
  	if (mesh->surfaces[p_surface]->material == p_material) {
  		return;
  	}
  
  	if (mesh->surfaces[p_surface]->material.is_valid()) {
  		_material_remove_geometry(mesh->surfaces[p_surface]->material, mesh->surfaces[p_surface]);
  	}
  
  	mesh->surfaces[p_surface]->material = p_material;
  
  	if (mesh->surfaces[p_surface]->material.is_valid()) {
  		_material_add_geometry(mesh->surfaces[p_surface]->material, mesh->surfaces[p_surface]);
  	}
  
  	mesh->instance_change_notify(false, true);
  }
  RID RasterizerStorageGLES3::mesh_surface_get_material(RID p_mesh, int p_surface) const {
  	const Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND_V(!mesh, RID());
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID());
  
  	return mesh->surfaces[p_surface]->material;
  }
  
  int RasterizerStorageGLES3::mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
  	const Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND_V(!mesh, 0);
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
  
  	return mesh->surfaces[p_surface]->array_len;
  }
  int RasterizerStorageGLES3::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
  	const Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND_V(!mesh, 0);
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
  
  	return mesh->surfaces[p_surface]->index_array_len;
  }
  
  PoolVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_array(RID p_mesh, int p_surface) const {
  	const Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND_V(!mesh, PoolVector<uint8_t>());
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), PoolVector<uint8_t>());
  
  	Surface *surface = mesh->surfaces[p_surface];
  
  	PoolVector<uint8_t> ret;
  	ret.resize(surface->array_byte_size);
  	glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
  
  #if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
  	{
  		PoolVector<uint8_t>::Write w = ret.write();
  		glGetBufferSubData(GL_ARRAY_BUFFER, 0, surface->array_byte_size, w.ptr());
  	}
  #else
  	void *data = glMapBufferRange(GL_ARRAY_BUFFER, 0, surface->array_byte_size, GL_MAP_READ_BIT);
  	ERR_FAIL_NULL_V(data, PoolVector<uint8_t>());
  	{
  		PoolVector<uint8_t>::Write w = ret.write();
  		memcpy(w.ptr(), data, surface->array_byte_size);
  	}
  	glUnmapBuffer(GL_ARRAY_BUFFER);
  #endif
  
  	glBindBuffer(GL_ARRAY_BUFFER, 0);
  	return ret;
  }
  
  PoolVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_index_array(RID p_mesh, int p_surface) const {
  	const Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND_V(!mesh, PoolVector<uint8_t>());
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), PoolVector<uint8_t>());
  
  	Surface *surface = mesh->surfaces[p_surface];
  
  	PoolVector<uint8_t> ret;
  	ret.resize(surface->index_array_byte_size);
  
  	if (surface->index_array_byte_size > 0) {
  		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
  
  #if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
  		{
  			PoolVector<uint8_t>::Write w = ret.write();
  			glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, w.ptr());
  		}
  #else
  		void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, GL_MAP_READ_BIT);
  		ERR_FAIL_NULL_V(data, PoolVector<uint8_t>());
  		{
  			PoolVector<uint8_t>::Write w = ret.write();
  			memcpy(w.ptr(), data, surface->index_array_byte_size);
  		}
  		glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
  #endif
  
  		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  	}
  
  	return ret;
  }
  
  uint32_t RasterizerStorageGLES3::mesh_surface_get_format(RID p_mesh, int p_surface) const {
  	const Mesh *mesh = mesh_owner.getornull(p_mesh);
  
  	ERR_FAIL_COND_V(!mesh, 0);
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
  
  	return mesh->surfaces[p_surface]->format;
  }
  
  VS::PrimitiveType RasterizerStorageGLES3::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
  	const Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND_V(!mesh, VS::PRIMITIVE_MAX);
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_MAX);
  
  	return mesh->surfaces[p_surface]->primitive;
  }
  
  AABB RasterizerStorageGLES3::mesh_surface_get_aabb(RID p_mesh, int p_surface) const {
  	const Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND_V(!mesh, AABB());
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), AABB());
  
  	return mesh->surfaces[p_surface]->aabb;
  }
  Vector<PoolVector<uint8_t>> RasterizerStorageGLES3::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const {
  	const Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND_V(!mesh, Vector<PoolVector<uint8_t>>());
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Vector<PoolVector<uint8_t>>());
  
  	Vector<PoolVector<uint8_t>> bsarr;
  
  	for (int i = 0; i < mesh->surfaces[p_surface]->blend_shapes.size(); i++) {
  		PoolVector<uint8_t> ret;
  		ret.resize(mesh->surfaces[p_surface]->array_byte_size);
  		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->surfaces[p_surface]->blend_shapes[i].vertex_id);
  
  #if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
  		{
  			PoolVector<uint8_t>::Write w = ret.write();
  			glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, mesh->surfaces[p_surface]->array_byte_size, w.ptr());
  		}
  #else
  		void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, mesh->surfaces[p_surface]->array_byte_size, GL_MAP_READ_BIT);
  		ERR_FAIL_COND_V(!data, Vector<PoolVector<uint8_t>>());
  		{
  			PoolVector<uint8_t>::Write w = ret.write();
  			memcpy(w.ptr(), data, mesh->surfaces[p_surface]->array_byte_size);
  		}
  		glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
  #endif
  
  		bsarr.push_back(ret);
  	}
  
  	return bsarr;
  }
  
  Vector<AABB> RasterizerStorageGLES3::mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const {
  	const Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND_V(!mesh, Vector<AABB>());
  	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Vector<AABB>());
  
  	return mesh->surfaces[p_surface]->skeleton_bone_aabb;
  }
  
  void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface) {
  	Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND(!mesh);
  	ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
  
  	Surface *surface = mesh->surfaces[p_surface];
  
  	if (surface->material.is_valid()) {
  		_material_remove_geometry(surface->material, mesh->surfaces[p_surface]);
  	}
  
  	glDeleteBuffers(1, &surface->vertex_id);
  	if (surface->index_id) {
  		glDeleteBuffers(1, &surface->index_id);
  	}
  
  	glDeleteVertexArrays(1, &surface->array_id);
  	glDeleteVertexArrays(1, &surface->instancing_array_id);
  
  	for (int i = 0; i < surface->blend_shapes.size(); i++) {
  		glDeleteBuffers(1, &surface->blend_shapes[i].vertex_id);
  		glDeleteVertexArrays(1, &surface->blend_shapes[i].array_id);
  	}
  
  	if (surface->index_wireframe_id) {
  		glDeleteBuffers(1, &surface->index_wireframe_id);
  		glDeleteVertexArrays(1, &surface->array_wireframe_id);
  		glDeleteVertexArrays(1, &surface->instancing_array_wireframe_id);
  	}
  
  	info.vertex_mem -= surface->total_data_size;
  
  	memdelete(surface);
  
  	mesh->surfaces.remove(p_surface);
  
  	mesh->instance_change_notify(true, true);
  }
  
  int RasterizerStorageGLES3::mesh_get_surface_count(RID p_mesh) const {
  	const Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND_V(!mesh, 0);
  	return mesh->surfaces.size();
  }
  
  void RasterizerStorageGLES3::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
  	Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND(!mesh);
  
  	mesh->custom_aabb = p_aabb;
  	mesh->instance_change_notify(true, false);
  }
  
  AABB RasterizerStorageGLES3::mesh_get_custom_aabb(RID p_mesh) const {
  	const Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND_V(!mesh, AABB());
  
  	return mesh->custom_aabb;
  }
  
  AABB RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
  	Mesh *mesh = mesh_owner.get(p_mesh);
  	ERR_FAIL_COND_V(!mesh, AABB());
  
  	if (mesh->custom_aabb != AABB()) {
  		return mesh->custom_aabb;
  	}
  
  	Skeleton *sk = nullptr;
  	if (p_skeleton.is_valid()) {
  		sk = skeleton_owner.get(p_skeleton);
  	}
  
  	AABB aabb;
  
  	if (sk && sk->size != 0) {
  		for (int i = 0; i < mesh->surfaces.size(); i++) {
  			AABB laabb;
  			if ((mesh->surfaces[i]->format & VS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->skeleton_bone_aabb.size()) {
  				int bs = mesh->surfaces[i]->skeleton_bone_aabb.size();
  				const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr();
  				const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr();
  
  				int sbs = sk->size;
  				ERR_CONTINUE(bs > sbs);
  				const float *texture = sk->skel_texture.ptr();
  
  				bool first = true;
  				if (sk->use_2d) {
  					for (int j = 0; j < bs; j++) {
  						if (!skused[j]) {
  							continue;
  						}
  
  						int base_ofs = ((j / 256) * 256) * 2 * 4 + (j % 256) * 4;
  
  						Transform mtx;
  
  						mtx.basis[0].x = texture[base_ofs + 0];
  						mtx.basis[0].y = texture[base_ofs + 1];
  						mtx.origin.x = texture[base_ofs + 3];
  						base_ofs += 256 * 4;
  						mtx.basis[1].x = texture[base_ofs + 0];
  						mtx.basis[1].y = texture[base_ofs + 1];
  						mtx.origin.y = texture[base_ofs + 3];
  
  						AABB baabb = mtx.xform(skbones[j]);
  
  						if (first) {
  							laabb = baabb;
  							first = false;
  						} else {
  							laabb.merge_with(baabb);
  						}
  					}
  				} else {
  					for (int j = 0; j < bs; j++) {
  						if (!skused[j]) {
  							continue;
  						}
  
  						int base_ofs = ((j / 256) * 256) * 3 * 4 + (j % 256) * 4;
  
  						Transform mtx;
  
  						mtx.basis[0].x = texture[base_ofs + 0];
  						mtx.basis[0].y = texture[base_ofs + 1];
  						mtx.basis[0].z = texture[base_ofs + 2];
  						mtx.origin.x = texture[base_ofs + 3];
  						base_ofs += 256 * 4;
  						mtx.basis[1].x = texture[base_ofs + 0];
  						mtx.basis[1].y = texture[base_ofs + 1];
  						mtx.basis[1].z = texture[base_ofs + 2];
  						mtx.origin.y = texture[base_ofs + 3];
  						base_ofs += 256 * 4;
  						mtx.basis[2].x = texture[base_ofs + 0];
  						mtx.basis[2].y = texture[base_ofs + 1];
  						mtx.basis[2].z = texture[base_ofs + 2];
  						mtx.origin.z = texture[base_ofs + 3];
  
  						AABB baabb = mtx.xform(skbones[j]);
  						if (first) {
  							laabb = baabb;
  							first = false;
  						} else {
  							laabb.merge_with(baabb);
  						}
  					}
  				}
  
  			} else {
  				laabb = mesh->surfaces[i]->aabb;
  			}
  
  			if (i == 0) {
  				aabb = laabb;
  			} else {
  				aabb.merge_with(laabb);
  			}
  		}
  	} else {
  		for (int i = 0; i < mesh->surfaces.size(); i++) {
  			if (i == 0) {
  				aabb = mesh->surfaces[i]->aabb;
  			} else {
  				aabb.merge_with(mesh->surfaces[i]->aabb);
  			}
  		}
  	}
  
  	return aabb;
  }
  void RasterizerStorageGLES3::mesh_clear(RID p_mesh) {
  	Mesh *mesh = mesh_owner.getornull(p_mesh);
  	ERR_FAIL_COND(!mesh);
  
  	while (mesh->surfaces.size()) {
  		mesh_remove_surface(p_mesh, 0);
  	}
  }
  
  void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, const float *p_weights) {
  	glBindVertexArray(s->array_id);
  
  	BlendShapeShaderGLES3::Conditionals cond[VS::ARRAY_MAX - 1] = {
  		BlendShapeShaderGLES3::ENABLE_NORMAL, //will be ignored
  		BlendShapeShaderGLES3::ENABLE_NORMAL,
  		BlendShapeShaderGLES3::ENABLE_TANGENT,
  		BlendShapeShaderGLES3::ENABLE_COLOR,
  		BlendShapeShaderGLES3::ENABLE_UV,
  		BlendShapeShaderGLES3::ENABLE_UV2,
  		BlendShapeShaderGLES3::ENABLE_SKELETON,
  		BlendShapeShaderGLES3::ENABLE_SKELETON,
  	};
  
  	int stride = 0;
  
  	if (s->format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
  		stride = 2 * 4;
  	} else {
  		stride = 3 * 4;
  	}
  
  	static const int sizes[VS::ARRAY_MAX - 1] = {
  		3 * 4,
  		3 * 4,
  		4 * 4,
  		4 * 4,
  		2 * 4,
  		2 * 4,
  		4 * 4,
  		4 * 4
  	};
  
  	for (int i = 1; i < VS::ARRAY_MAX - 1; i++) {
  		shaders.blend_shapes.set_conditional(cond[i], s->format & (1 << i)); //enable conditional for format
  		if (s->format & (1 << i)) {
  			stride += sizes[i];
  		}
  	}
  
  	//copy all first
  	float base_weight = 1.0;
  
  	int mtc = s->blend_shapes.size();
  
  	if (s->mesh->blend_shape_mode == VS::BLEND_SHAPE_MODE_NORMALIZED) {
  		for (int i = 0; i < mtc; i++) {
  			base_weight -= p_weights[i];
  		}
  	}
  
  	shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::ENABLE_BLEND, false); //first pass does not blend
  	shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::USE_2D_VERTEX, s->format & VS::ARRAY_FLAG_USE_2D_VERTICES); //use 2D vertices if needed
  
  	shaders.blend_shapes.bind();
  
  	shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT, base_weight);
  	glEnable(GL_RASTERIZER_DISCARD);
  
  	glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[0]);
  	glBeginTransformFeedback(GL_POINTS);
  	glDrawArrays(GL_POINTS, 0, s->array_len);
  	glEndTransformFeedback();
  
  	shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::ENABLE_BLEND, true); //first pass does not blend
  	shaders.blend_shapes.bind();
  
  	for (int ti = 0; ti < mtc; ti++) {
  		float weight = p_weights[ti];
  
  		if (Math::is_zero_approx(weight)) {
  			//not bother with this one
  			continue;
  		}
  
  		glBindVertexArray(s->blend_shapes[ti].array_id);
  		glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[0]);
  		glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[1]);
  
  		shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT, weight);
  
  		int ofs = 0;
  		for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
  			if (s->format & (1 << i)) {
  				glEnableVertexAttribArray(i + 8);
  				switch (i) {
  					case VS::ARRAY_VERTEX: {
  						if (s->format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
  							glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  							ofs += 2 * 4;
  						} else {
  							glVertexAttribPointer(i + 8, 3, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  							ofs += 3 * 4;
  						}
  					} break;
  					case VS::ARRAY_NORMAL: {
  						glVertexAttribPointer(i + 8, 3, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  						ofs += 3 * 4;
  					} break;
  					case VS::ARRAY_TANGENT: {
  						glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  						ofs += 4 * 4;
  
  					} break;
  					case VS::ARRAY_COLOR: {
  						glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  						ofs += 4 * 4;
  
  					} break;
  					case VS::ARRAY_TEX_UV: {
  						glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  						ofs += 2 * 4;
  
  					} break;
  					case VS::ARRAY_TEX_UV2: {
  						glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  						ofs += 2 * 4;
  
  					} break;
  					case VS::ARRAY_BONES: {
  						glVertexAttribIPointer(i + 8, 4, GL_UNSIGNED_INT, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  						ofs += 4 * 4;
  
  					} break;
  					case VS::ARRAY_WEIGHTS: {
  						glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  						ofs += 4 * 4;
  
  					} break;
  				}
  
  			} else {
  				glDisableVertexAttribArray(i + 8);
  			}
  		}
  
  		glBeginTransformFeedback(GL_POINTS);
  		glDrawArrays(GL_POINTS, 0, s->array_len);
  		glEndTransformFeedback();
  
  		SWAP(resources.transform_feedback_buffers[0], resources.transform_feedback_buffers[1]);
  	}
  
  	glDisable(GL_RASTERIZER_DISCARD);
  	glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
  
  	glBindVertexArray(resources.transform_feedback_array);
  	glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[0]);
  
  	int ofs = 0;
  	for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
  		if (s->format & (1 << i)) {
  			glEnableVertexAttribArray(i);
  			switch (i) {
  				case VS::ARRAY_VERTEX: {
  					if (s->format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
  						glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  						ofs += 2 * 4;
  					} else {
  						glVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  						ofs += 3 * 4;
  					}
  				} break;
  				case VS::ARRAY_NORMAL: {
  					glVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  					ofs += 3 * 4;
  				} break;
  				case VS::ARRAY_TANGENT: {
  					glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  					ofs += 4 * 4;
  
  				} break;
  				case VS::ARRAY_COLOR: {
  					glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  					ofs += 4 * 4;
  
  				} break;
  				case VS::ARRAY_TEX_UV: {
  					glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  					ofs += 2 * 4;
  
  				} break;
  				case VS::ARRAY_TEX_UV2: {
  					glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  					ofs += 2 * 4;
  
  				} break;
  				case VS::ARRAY_BONES: {
  					glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  					ofs += 4 * 4;
  
  				} break;
  				case VS::ARRAY_WEIGHTS: {
  					glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
  					ofs += 4 * 4;
  
  				} break;
  			}
  
  		} else {
  			glDisableVertexAttribArray(i);
  		}
  	}
  
  	if (s->index_array_len) {
  		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
  	}
  }
  
  /* MULTIMESH API */
  
  RID RasterizerStorageGLES3::multimesh_create() {
  	MultiMesh *multimesh = memnew(MultiMesh);
  	return multimesh_owner.make_rid(multimesh);
  }
  
  void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data_format) {
  	MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  	ERR_FAIL_COND(!multimesh);
  
  	if (multimesh->size == p_instances && multimesh->transform_format == p_transform_format && multimesh->color_format == p_color_format && multimesh->custom_data_format == p_data_format) {
  		return;
  	}
  
  	if (multimesh->buffer) {
  		glDeleteBuffers(1, &multimesh->buffer);
  		multimesh->data.resize(0);
  		multimesh->buffer = 0;
  	}
  
  	multimesh->size = p_instances;
  	multimesh->transform_format = p_transform_format;
  	multimesh->color_format = p_color_format;
  	multimesh->custom_data_format = p_data_format;
  
  	if (multimesh->size) {
  		if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) {
  			multimesh->xform_floats = 8;
  		} else {
  			multimesh->xform_floats = 12;
  		}
  
  		if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
  			multimesh->color_floats = 1;
  		} else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
  			multimesh->color_floats = 4;
  		} else {
  			multimesh->color_floats = 0;
  		}
  
  		if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
  			multimesh->custom_data_floats = 1;
  		} else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
  			multimesh->custom_data_floats = 4;
  		} else {
  			multimesh->custom_data_floats = 0;
  		}
  
  		int format_floats = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
  
  		multimesh->data.resize(format_floats * p_instances);
  
  		float *dataptr = multimesh->data.ptrw();
  
  		for (int i = 0; i < p_instances * format_floats; i += format_floats) {
  			int color_from = 0;
  			int custom_data_from = 0;
  
  			if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) {
  				dataptr[i + 0] = 1.0;
  				dataptr[i + 1] = 0.0;
  				dataptr[i + 2] = 0.0;
  				dataptr[i + 3] = 0.0;
  				dataptr[i + 4] = 0.0;
  				dataptr[i + 5] = 1.0;
  				dataptr[i + 6] = 0.0;
  				dataptr[i + 7] = 0.0;
  				color_from = 8;
  				custom_data_from = 8;
  			} else {
  				dataptr[i + 0] = 1.0;
  				dataptr[i + 1] = 0.0;
  				dataptr[i + 2] = 0.0;
  				dataptr[i + 3] = 0.0;
  				dataptr[i + 4] = 0.0;
  				dataptr[i + 5] = 1.0;
  				dataptr[i + 6] = 0.0;
  				dataptr[i + 7] = 0.0;
  				dataptr[i + 8] = 0.0;
  				dataptr[i + 9] = 0.0;
  				dataptr[i + 10] = 1.0;
  				dataptr[i + 11] = 0.0;
  				color_from = 12;
  				custom_data_from = 12;
  			}
  
  			if (multimesh->color_format == VS::MULTIMESH_COLOR_NONE) {
  				//none
  			} else if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
  				union {
  					uint32_t colu;
  					float colf;
  				} cu;
  
  				cu.colu = 0xFFFFFFFF;
  				dataptr[i + color_from + 0] = cu.colf;
  				custom_data_from = color_from + 1;
  
  			} else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
  				dataptr[i + color_from + 0] = 1.0;
  				dataptr[i + color_from + 1] = 1.0;
  				dataptr[i + color_from + 2] = 1.0;
  				dataptr[i + color_from + 3] = 1.0;
  				custom_data_from = color_from + 4;
  			}
  
  			if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE) {
  				//none
  			} else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
  				union {
  					uint32_t colu;
  					float colf;
  				} cu;
  
  				cu.colu = 0;
  				dataptr[i + custom_data_from + 0] = cu.colf;
  
  			} else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
  				dataptr[i + custom_data_from + 0] = 0.0;
  				dataptr[i + custom_data_from + 1] = 0.0;
  				dataptr[i + custom_data_from + 2] = 0.0;
  				dataptr[i + custom_data_from + 3] = 0.0;
  			}
  		}
  
  		glGenBuffers(1, &multimesh->buffer);
  		glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
  		glBufferData(GL_ARRAY_BUFFER, multimesh->data.size() * sizeof(float), nullptr, GL_STATIC_DRAW);
  		glBindBuffer(GL_ARRAY_BUFFER, 0);
  	}
  
  	multimesh->dirty_data = true;
  	multimesh->dirty_aabb = true;
  
  	if (!multimesh->update_list.in_list()) {
  		multimesh_update_list.add(&multimesh->update_list);
  	}
  }
  
  int RasterizerStorageGLES3::multimesh_get_instance_count(RID p_multimesh) const {
  	MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  	ERR_FAIL_COND_V(!multimesh, 0);
  
  	return multimesh->size;
  }
  
  void RasterizerStorageGLES3::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
  	MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  	ERR_FAIL_COND(!multimesh);
  
  	if (multimesh->mesh.is_valid()) {
  		Mesh *mesh = mesh_owner.getornull(multimesh->mesh);
  		if (mesh) {
  			mesh->multimeshes.remove(&multimesh->mesh_list);
  		}
  	}
  
  	multimesh->mesh = p_mesh;
  
  	if (multimesh->mesh.is_valid()) {
  		Mesh *mesh = mesh_owner.getornull(multimesh->mesh);
  		if (mesh) {
  			mesh->multimeshes.add(&multimesh->mesh_list);
  		}
  	}
  
  	multimesh->dirty_aabb = true;
  
  	if (!multimesh->update_list.in_list()) {
  		multimesh_update_list.add(&multimesh->update_list);
  	}
  }
  
  void RasterizerStorageGLES3::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) {
  	MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  	ERR_FAIL_COND(!multimesh);
  	ERR_FAIL_INDEX(p_index, multimesh->size);
  	ERR_FAIL_COND(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D);
  
  	int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
  	float *dataptr = &multimesh->data.write[stride * p_index];
  
  	dataptr[0] = p_transform.basis.elements[0][0];
  	dataptr[1] = p_transform.basis.elements[0][1];
  	dataptr[2] = p_transform.basis.elements[0][2];
  	dataptr[3] = p_transform.origin.x;
  	dataptr[4] = p_transform.basis.elements[1][0];
  	dataptr[5] = p_transform.basis.elements[1][1];
  	dataptr[6] = p_transform.basis.elements[1][2];
  	dataptr[7] = p_transform.origin.y;
  	dataptr[8] = p_transform.basis.elements[2][0];
  	dataptr[9] = p_transform.basis.elements[2][1];
  	dataptr[10] = p_transform.basis.elements[2][2];
  	dataptr[11] = p_transform.origin.z;
  
  	multimesh->dirty_data = true;
  	multimesh->dirty_aabb = true;
  
  	if (!multimesh->update_list.in_list()) {
  		multimesh_update_list.add(&multimesh->update_list);
  	}
  }
  
  void RasterizerStorageGLES3::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {
  	MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  	ERR_FAIL_COND(!multimesh);
  	ERR_FAIL_INDEX(p_index, multimesh->size);
  	ERR_FAIL_COND(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_3D);
  
  	int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
  	float *dataptr = &multimesh->data.write[stride * p_index];
  
  	dataptr[0] = p_transform.elements[0][0];
  	dataptr[1] = p_transform.elements[1][0];
  	dataptr[2] = 0;
  	dataptr[3] = p_transform.elements[2][0];
  	dataptr[4] = p_transform.elements[0][1];
  	dataptr[5] = p_transform.elements[1][1];
  	dataptr[6] = 0;
  	dataptr[7] = p_transform.elements[2][1];
  
  	multimesh->dirty_data = true;
  	multimesh->dirty_aabb = true;
  
  	if (!multimesh->update_list.in_list()) {
  		multimesh_update_list.add(&multimesh->update_list);
  	}
  }
  void RasterizerStorageGLES3::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
  	MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  	ERR_FAIL_COND(!multimesh);
  	ERR_FAIL_INDEX(p_index, multimesh->size);
  	ERR_FAIL_COND(multimesh->color_format == VS::MULTIMESH_COLOR_NONE);
  	ERR_FAIL_INDEX(multimesh->color_format, VS::MULTIMESH_COLOR_MAX);
  
  	int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
  	float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats];
  
  	if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
  		uint8_t *data8 = (uint8_t *)dataptr;
  		data8[0] = CLAMP(p_color.r * 255.0, 0, 255);
  		data8[1] = CLAMP(p_color.g * 255.0, 0, 255);
  		data8[2] = CLAMP(p_color.b * 255.0, 0, 255);
  		data8[3] = CLAMP(p_color.a * 255.0, 0, 255);
  
  	} else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
  		dataptr[0] = p_color.r;
  		dataptr[1] = p_color.g;
  		dataptr[2] = p_color.b;
  		dataptr[3] = p_color.a;
  	}
  
  	multimesh->dirty_data = true;
  	multimesh->dirty_aabb = true;
  
  	if (!multimesh->update_list.in_list()) {
  		multimesh_update_list.add(&multimesh->update_list);
  	}
  }
  
  void RasterizerStorageGLES3::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_custom_data) {
  	MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  	ERR_FAIL_COND(!multimesh);
  	ERR_FAIL_INDEX(p_index, multimesh->size);
  	ERR_FAIL_COND(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE);
  	ERR_FAIL_INDEX(multimesh->custom_data_format, VS::MULTIMESH_CUSTOM_DATA_MAX);
  
  	int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
  	float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats];
  
  	if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
  		uint8_t *data8 = (uint8_t *)dataptr;
  		data8[0] = CLAMP(p_custom_data.r * 255.0, 0, 255);
  		data8[1] = CLAMP(p_custom_data.g * 255.0, 0, 255);
  		data8[2] = CLAMP(p_custom_data.b * 255.0, 0, 255);
  		data8[3] = CLAMP(p_custom_data.a * 255.0, 0, 255);
  
  	} else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
  		dataptr[0] = p_custom_data.r;
  		dataptr[1] = p_custom_data.g;
  		dataptr[2] = p_custom_data.b;
  		dataptr[3] = p_custom_data.a;
  	}
  
  	multimesh->dirty_data = true;
  	multimesh->dirty_aabb = true;
  
  	if (!multimesh->update_list.in_list()) {
  		multimesh_update_list.add(&multimesh->update_list);
  	}
  }
  RID RasterizerStorageGLES3::multimesh_get_mesh(RID p_multimesh) const {
  	MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  	ERR_FAIL_COND_V(!multimesh, RID());
  
  	return multimesh->mesh;
  }
  
  Transform RasterizerStorageGLES3::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
  	MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  	ERR_FAIL_COND_V(!multimesh, Transform());
  	ERR_FAIL_INDEX_V(p_index, multimesh->size, Transform());
  	ERR_FAIL_COND_V(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D, Transform());
  
  	int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
  	float *dataptr = &multimesh->data.write[stride * p_index];
  
  	Transform xform;
  
  	xform.basis.elements[0][0] = dataptr[0];
  	xform.basis.elements[0][1] = dataptr[1];
  	xform.basis.elements[0][2] = dataptr[2];
  	xform.origin.x = dataptr[3];
  	xform.basis.elements[1][0] = dataptr[4];
  	xform.basis.elements[1][1] = dataptr[5];
  	xform.basis.elements[1][2] = dataptr[6];
  	xform.origin.y = dataptr[7];
  	xform.basis.elements[2][0] = dataptr[8];
  	xform.basis.elements[2][1] = dataptr[9];
  	xform.basis.elements[2][2] = dataptr[10];
  	xform.origin.z = dataptr[11];
  
  	return xform;
  }
  Transform2D RasterizerStorageGLES3::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {
  	MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  	ERR_FAIL_COND_V(!multimesh, Transform2D());
  	ERR_FAIL_INDEX_V(p_index, multimesh->size, Transform2D());
  	ERR_FAIL_COND_V(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_3D, Transform2D());
  
  	int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
  	float *dataptr = &multimesh->data.write[stride * p_index];
  
  	Transform2D xform;
  
  	xform.elements[0][0] = dataptr[0];
  	xform.elements[1][0] = dataptr[1];
  	xform.elements[2][0] = dataptr[3];
  	xform.elements[0][1] = dataptr[4];
  	xform.elements[1][1] = dataptr[5];
  	xform.elements[2][1] = dataptr[7];
  
  	return xform;
  }
  
  Color RasterizerStorageGLES3::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
  	MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  	ERR_FAIL_COND_V(!multimesh, Color());
  	ERR_FAIL_INDEX_V(p_index, multimesh->size, Color());
  	ERR_FAIL_COND_V(multimesh->color_format == VS::MULTIMESH_COLOR_NONE, Color());
  	ERR_FAIL_INDEX_V(multimesh->color_format, VS::MULTIMESH_COLOR_MAX, Color());
  
  	int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
  	float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats];
  
  	if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
  		union {
  			uint32_t colu;
  			float colf;
  		} cu;
  
  		cu.colf = dataptr[0];
  
  		return Color::hex(BSWAP32(cu.colu));
  
  	} else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
  		Color c;
  		c.r = dataptr[0];
  		c.g = dataptr[1];
  		c.b = dataptr[2];
  		c.a = dataptr[3];
  
  		return c;
  	}
  
  	return Color();
  }
  
  Color RasterizerStorageGLES3::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {
  	MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  	ERR_FAIL_COND_V(!multimesh, Color());
  	ERR_FAIL_INDEX_V(p_index, multimesh->size, Color());
  	ERR_FAIL_COND_V(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE, Color());
  	ERR_FAIL_INDEX_V(multimesh->custom_data_format, VS::MULTIMESH_CUSTOM_DATA_MAX, Color());
  
  	int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
  	float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats];
  
  	if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
  		union {
  			uint32_t colu;
  			float colf;
  		} cu;
  
  		cu.colf = dataptr[0];
  
  		return Color::hex(BSWAP32(cu.colu));
  
  	} else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
  		Color c;
  		c.r = dataptr[0];
  		c.g = dataptr[1];
  		c.b = dataptr[2];
  		c.a = dataptr[3];
  
  		return c;
  	}
  
  	return Color();
  }
  
  void RasterizerStorageGLES3::multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array) {
  	MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  	ERR_FAIL_COND(!multimesh);
  	ERR_FAIL_COND(!multimesh->data.ptr());
  
  	int dsize = multimesh->data.size();
  
  	ERR_FAIL_COND(dsize != p_array.size());
  
  	PoolVector<float>::Read r = p_array.read();
  	memcpy(multimesh->data.ptrw(), r.ptr(), dsize * sizeof(float));
  
  	multimesh->dirty_data = true;
  	multimesh->dirty_aabb = true;
  
  	if (!multimesh->update_list.in_list()) {
  		multimesh_update_list.add(&multimesh->update_list);
  	}
  }
  
  void RasterizerStorageGLES3::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
  	MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  	ERR_FAIL_COND(!multimesh);
  
  	multimesh->visible_instances = p_visible;
  }
  int RasterizerStorageGLES3::multimesh_get_visible_instances(RID p_multimesh) const {
  	MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  	ERR_FAIL_COND_V(!multimesh, -1);
  
  	return multimesh->visible_instances;
  }
  
  AABB RasterizerStorageGLES3::multimesh_get_aabb(RID p_multimesh) const {
  	MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  	ERR_FAIL_COND_V(!multimesh, AABB());
  
  	const_cast<RasterizerStorageGLES3 *>(this)->update_dirty_multimeshes(); //update pending AABBs
  
  	return multimesh->aabb;
  }
  
  void RasterizerStorageGLES3::update_dirty_multimeshes() {
  	while (multimesh_update_list.first()) {
  		MultiMesh *multimesh = multimesh_update_list.first()->self();
  
  		if (multimesh->size && multimesh->dirty_data) {
  			glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
  			uint32_t buffer_size = multimesh->data.size() * sizeof(float);
  
  			// this could potentially have a project setting for API options as with 2d
  			// if (config.should_orphan) {
  			glBufferData(GL_ARRAY_BUFFER, buffer_size, multimesh->data.ptr(), GL_DYNAMIC_DRAW);
  			//	} else {
  			//	glBufferSubData(GL_ARRAY_BUFFER, 0, buffer_size, multimesh->data.ptr());
  			//	}
  			glBindBuffer(GL_ARRAY_BUFFER, 0);
  		}
  
  		if (multimesh->size && multimesh->dirty_aabb) {
  			AABB mesh_aabb;
  
  			if (multimesh->mesh.is_valid()) {
  				mesh_aabb = mesh_get_aabb(multimesh->mesh, RID());
  			} else {
  				mesh_aabb.size += Vector3(0.001, 0.001, 0.001);
  			}
  
  			int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
  			int count = multimesh->data.size();
  			float *data = multimesh->data.ptrw();
  
  			AABB aabb;
  
  			if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) {
  				for (int i = 0; i < count; i += stride) {
  					float *dataptr = &data[i];
  					Transform xform;
  					xform.basis[0][0] = dataptr[0];
  					xform.basis[0][1] = dataptr[1];
  					xform.origin[0] = dataptr[3];
  					xform.basis[1][0] = dataptr[4];
  					xform.basis[1][1] = dataptr[5];
  					xform.origin[1] = dataptr[7];
  
  					AABB laabb = xform.xform(mesh_aabb);
  					if (i == 0) {
  						aabb = laabb;
  					} else {
  						aabb.merge_with(laabb);
  					}
  				}
  			} else {
  				for (int i = 0; i < count; i += stride) {
  					float *dataptr = &data[i];
  					Transform xform;
  
  					xform.basis.elements[0][0] = dataptr[0];
  					xform.basis.elements[0][1] = dataptr[1];
  					xform.basis.elements[0][2] = dataptr[2];
  					xform.origin.x = dataptr[3];
  					xform.basis.elements[1][0] = dataptr[4];
  					xform.basis.elements[1][1] = dataptr[5];
  					xform.basis.elements[1][2] = dataptr[6];
  					xform.origin.y = dataptr[7];
  					xform.basis.elements[2][0] = dataptr[8];
  					xform.basis.elements[2][1] = dataptr[9];
  					xform.basis.elements[2][2] = dataptr[10];
  					xform.origin.z = dataptr[11];
  
  					AABB laabb = xform.xform(mesh_aabb);
  					if (i == 0) {
  						aabb = laabb;
  					} else {
  						aabb.merge_with(laabb);
  					}
  				}
  			}
  
  			multimesh->aabb = aabb;
  		}
  		multimesh->dirty_aabb = false;
  		multimesh->dirty_data = false;
  
  		multimesh->instance_change_notify(true, false);
  
  		multimesh_update_list.remove(multimesh_update_list.first());
  	}
  }
  
  /* IMMEDIATE API */
  
  RID RasterizerStorageGLES3::immediate_create() {
  	Immediate *im = memnew(Immediate);
  	return immediate_owner.make_rid(im);
  }
  
  void RasterizerStorageGLES3::immediate_begin(RID p_immediate, VS::PrimitiveType p_primitive, RID p_texture) {
  	ERR_FAIL_INDEX(p_primitive, (int)VS::PRIMITIVE_MAX);
  	Immediate *im = immediate_owner.get(p_immediate);
  	ERR_FAIL_COND(!im);
  	ERR_FAIL_COND(im->building);
  
  	Immediate::Chunk ic;
  	ic.texture = p_texture;
  	ic.primitive = p_primitive;
  	im->chunks.push_back(ic);
  	im->mask = 0;
  	im->building = true;
  }
  void RasterizerStorageGLES3::immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {
  	Immediate *im = immediate_owner.get(p_immediate);
  	ERR_FAIL_COND(!im);
  	ERR_FAIL_COND(!im->building);
  
  	Immediate::Chunk *c = &im->chunks.back()->get();
  
  	if (c->vertices.empty() && im->chunks.size() == 1) {
  		im->aabb.position = p_vertex;
  		im->aabb.size = Vector3();
  	} else {
  		im->aabb.expand_to(p_vertex);
  	}
  
  	if (im->mask & VS::ARRAY_FORMAT_NORMAL) {
  		c->normals.push_back(chunk_normal);
  	}
  	if (im->mask & VS::ARRAY_FORMAT_TANGENT) {
  		c->tangents.push_back(chunk_tangent);
  	}
  	if (im->mask & VS::ARRAY_FORMAT_COLOR) {
  		c->colors.push_back(chunk_color);
  	}
  	if (im->mask & VS::ARRAY_FORMAT_TEX_UV) {
  		c->uvs.push_back(chunk_uv);
  	}
  	if (im->mask & VS::ARRAY_FORMAT_TEX_UV2) {
  		c->uvs2.push_back(chunk_uv2);
  	}
  	im->mask |= VS::ARRAY_FORMAT_VERTEX;
  	c->vertices.push_back(p_vertex);
  }
  
  void RasterizerStorageGLES3::immediate_normal(RID p_immediate, const Vector3 &p_normal) {
  	Immediate *im = immediate_owner.get(p_immediate);
  	ERR_FAIL_COND(!im);
  	ERR_FAIL_COND(!im->building);
  
  	im->mask |= VS::ARRAY_FORMAT_NORMAL;
  	chunk_normal = p_normal;
  }
  void RasterizerStorageGLES3::immediate_tangent(RID p_immediate, const Plane &p_tangent) {
  	Immediate *im = immediate_owner.get(p_immediate);
  	ERR_FAIL_COND(!im);
  	ERR_FAIL_COND(!im->building);
  
  	im->mask |= VS::ARRAY_FORMAT_TANGENT;
  	chunk_tangent = p_tangent;
  }
  void RasterizerStorageGLES3::immediate_color(RID p_immediate, const Color &p_color) {
  	Immediate *im = immediate_owner.get(p_immediate);
  	ERR_FAIL_COND(!im);
  	ERR_FAIL_COND(!im->building);
  
  	im->mask |= VS::ARRAY_FORMAT_COLOR;
  	chunk_color = p_color;
  }
  void RasterizerStorageGLES3::immediate_uv(RID p_immediate, const Vector2 &tex_uv) {
  	Immediate *im = immediate_owner.get(p_immediate);
  	ERR_FAIL_COND(!im);
  	ERR_FAIL_COND(!im->building);
  
  	im->mask |= VS::ARRAY_FORMAT_TEX_UV;
  	chunk_uv = tex_uv;
  }
  void RasterizerStorageGLES3::immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {
  	Immediate *im = immediate_owner.get(p_immediate);
  	ERR_FAIL_COND(!im);
  	ERR_FAIL_COND(!im->building);
  
  	im->mask |= VS::ARRAY_FORMAT_TEX_UV2;
  	chunk_uv2 = tex_uv;
  }
  
  void RasterizerStorageGLES3::immediate_end(RID p_immediate) {
  	Immediate *im = immediate_owner.get(p_immediate);
  	ERR_FAIL_COND(!im);
  	ERR_FAIL_COND(!im->building);
  
  	im->building = false;
  
  	im->instance_change_notify(true, false);
  }
  void RasterizerStorageGLES3::immediate_clear(RID p_immediate) {
  	Immediate *im = immediate_owner.get(p_immediate);
  	ERR_FAIL_COND(!im);
  	ERR_FAIL_COND(im->building);
  
  	im->chunks.clear();
  	im->instance_change_notify(true, false);
  }
  
  AABB RasterizerStorageGLES3::immediate_get_aabb(RID p_immediate) const {
  	Immediate *im = immediate_owner.get(p_immediate);
  	ERR_FAIL_COND_V(!im, AABB());
  	return im->aabb;
  }
  
  void RasterizerStorageGLES3::immediate_set_material(RID p_immediate, RID p_material) {
  	Immediate *im = immediate_owner.get(p_immediate);
  	ERR_FAIL_COND(!im);
  	im->material = p_material;
  	im->instance_change_notify(false, true);
  }
  
  RID RasterizerStorageGLES3::immediate_get_material(RID p_immediate) const {
  	const Immediate *im = immediate_owner.get(p_immediate);
  	ERR_FAIL_COND_V(!im, RID());
  	return im->material;
  }
  
  /* SKELETON API */
  
  RID RasterizerStorageGLES3::skeleton_create() {
  	Skeleton *skeleton = memnew(Skeleton);
  
  	glGenTextures(1, &skeleton->texture);
  
  	return skeleton_owner.make_rid(skeleton);
  }
  
  void RasterizerStorageGLES3::skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
  	Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  	ERR_FAIL_COND(!skeleton);
  	ERR_FAIL_COND(p_bones < 0);
  
  	if (skeleton->size == p_bones && skeleton->use_2d == p_2d_skeleton) {
  		return;
  	}
  
  	skeleton->size = p_bones;
  	skeleton->use_2d = p_2d_skeleton;
  
  	int height = p_bones / 256;
  	if (p_bones % 256) {
  		height++;
  	}
  
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(GL_TEXTURE_2D, skeleton->texture);
  
  	if (skeleton->use_2d) {
  		skeleton->skel_texture.resize(256 * height * 2 * 4);
  		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, height * 2, 0, GL_RGBA, GL_FLOAT, nullptr);
  	} else {
  		skeleton->skel_texture.resize(256 * height * 3 * 4);
  		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, height * 3, 0, GL_RGBA, GL_FLOAT, nullptr);
  	}
  
  	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);
  
  	if (!skeleton->update_list.in_list()) {
  		skeleton_update_list.add(&skeleton->update_list);
  	}
  }
  int RasterizerStorageGLES3::skeleton_get_bone_count(RID p_skeleton) const {
  	Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  	ERR_FAIL_COND_V(!skeleton, 0);
  
  	return skeleton->size;
  }
  
  void RasterizerStorageGLES3::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {
  	Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  
  	ERR_FAIL_COND(!skeleton);
  	ERR_FAIL_INDEX(p_bone, skeleton->size);
  	ERR_FAIL_COND(skeleton->use_2d);
  
  	float *texture = skeleton->skel_texture.ptrw();
  
  	int base_ofs = ((p_bone / 256) * 256) * 3 * 4 + (p_bone % 256) * 4;
  
  	texture[base_ofs + 0] = p_transform.basis[0].x;
  	texture[base_ofs + 1] = p_transform.basis[0].y;
  	texture[base_ofs + 2] = p_transform.basis[0].z;
  	texture[base_ofs + 3] = p_transform.origin.x;
  	base_ofs += 256 * 4;
  	texture[base_ofs + 0] = p_transform.basis[1].x;
  	texture[base_ofs + 1] = p_transform.basis[1].y;
  	texture[base_ofs + 2] = p_transform.basis[1].z;
  	texture[base_ofs + 3] = p_transform.origin.y;
  	base_ofs += 256 * 4;
  	texture[base_ofs + 0] = p_transform.basis[2].x;
  	texture[base_ofs + 1] = p_transform.basis[2].y;
  	texture[base_ofs + 2] = p_transform.basis[2].z;
  	texture[base_ofs + 3] = p_transform.origin.z;
  
  	if (!skeleton->update_list.in_list()) {
  		skeleton_update_list.add(&skeleton->update_list);
  	}
  }
  
  Transform RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
  	Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  
  	ERR_FAIL_COND_V(!skeleton, Transform());
  	ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform());
  	ERR_FAIL_COND_V(skeleton->use_2d, Transform());
  
  	const float *texture = skeleton->skel_texture.ptr();
  
  	Transform ret;
  
  	int base_ofs = ((p_bone / 256) * 256) * 3 * 4 + (p_bone % 256) * 4;
  
  	ret.basis[0].x = texture[base_ofs + 0];
  	ret.basis[0].y = texture[base_ofs + 1];
  	ret.basis[0].z = texture[base_ofs + 2];
  	ret.origin.x = texture[base_ofs + 3];
  	base_ofs += 256 * 4;
  	ret.basis[1].x = texture[base_ofs + 0];
  	ret.basis[1].y = texture[base_ofs + 1];
  	ret.basis[1].z = texture[base_ofs + 2];
  	ret.origin.y = texture[base_ofs + 3];
  	base_ofs += 256 * 4;
  	ret.basis[2].x = texture[base_ofs + 0];
  	ret.basis[2].y = texture[base_ofs + 1];
  	ret.basis[2].z = texture[base_ofs + 2];
  	ret.origin.z = texture[base_ofs + 3];
  
  	return ret;
  }
  void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
  	Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  
  	ERR_FAIL_COND(!skeleton);
  	ERR_FAIL_INDEX(p_bone, skeleton->size);
  	ERR_FAIL_COND(!skeleton->use_2d);
  
  	float *texture = skeleton->skel_texture.ptrw();
  
  	int base_ofs = ((p_bone / 256) * 256) * 2 * 4 + (p_bone % 256) * 4;
  
  	texture[base_ofs + 0] = p_transform[0][0];
  	texture[base_ofs + 1] = p_transform[1][0];
  	texture[base_ofs + 2] = 0;
  	texture[base_ofs + 3] = p_transform[2][0];
  	base_ofs += 256 * 4;
  	texture[base_ofs + 0] = p_transform[0][1];
  	texture[base_ofs + 1] = p_transform[1][1];
  	texture[base_ofs + 2] = 0;
  	texture[base_ofs + 3] = p_transform[2][1];
  
  	if (!skeleton->update_list.in_list()) {
  		skeleton_update_list.add(&skeleton->update_list);
  	}
  }
  Transform2D RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
  	Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  
  	ERR_FAIL_COND_V(!skeleton, Transform2D());
  	ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform2D());
  	ERR_FAIL_COND_V(!skeleton->use_2d, Transform2D());
  
  	const float *texture = skeleton->skel_texture.ptr();
  
  	Transform2D ret;
  
  	int base_ofs = ((p_bone / 256) * 256) * 2 * 4 + (p_bone % 256) * 4;
  
  	ret[0][0] = texture[base_ofs + 0];
  	ret[1][0] = texture[base_ofs + 1];
  	ret[2][0] = texture[base_ofs + 3];
  	base_ofs += 256 * 4;
  	ret[0][1] = texture[base_ofs + 0];
  	ret[1][1] = texture[base_ofs + 1];
  	ret[2][1] = texture[base_ofs + 3];
  
  	return ret;
  }
  
  void RasterizerStorageGLES3::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
  	Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  
  	ERR_FAIL_COND(!skeleton->use_2d);
  
  	skeleton->base_transform_2d = p_base_transform;
  }
  
  void RasterizerStorageGLES3::update_dirty_skeletons() {
  	glActiveTexture(GL_TEXTURE0);
  
  	while (skeleton_update_list.first()) {
  		Skeleton *skeleton = skeleton_update_list.first()->self();
  		if (skeleton->size) {
  			int height = skeleton->size / 256;
  			if (skeleton->size % 256) {
  				height++;
  			}
  
  			glBindTexture(GL_TEXTURE_2D, skeleton->texture);
  			glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, height * (skeleton->use_2d ? 2 : 3), GL_RGBA, GL_FLOAT, skeleton->skel_texture.ptr());
  		}
  
  		for (Set<RasterizerScene::InstanceBase *>::Element *E = skeleton->instances.front(); E; E = E->next()) {
  			E->get()->base_changed(true, false);
  		}
  
  		skeleton_update_list.remove(skeleton_update_list.first());
  	}
  }
  
  /* Light API */
  
  RID RasterizerStorageGLES3::light_create(VS::LightType p_type) {
  	Light *light = memnew(Light);
  	light->type = p_type;
  
  	light->param[VS::LIGHT_PARAM_ENERGY] = 1.0;
  	light->param[VS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0;
  	light->param[VS::LIGHT_PARAM_SIZE] = 0.0;
  	light->param[VS::LIGHT_PARAM_SPECULAR] = 0.5;
  	light->param[VS::LIGHT_PARAM_RANGE] = 1.0;
  	light->param[VS::LIGHT_PARAM_SPOT_ANGLE] = 45;
  	light->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] = 45;
  	light->param[VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
  	light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
  	light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
  	light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
  	light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1;
  	light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1;
  
  	light->color = Color(1, 1, 1, 1);
  	light->shadow = false;
  	light->negative = false;
  	light->cull_mask = 0xFFFFFFFF;
  	light->directional_shadow_mode = VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
  	light->omni_shadow_mode = VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
  	light->omni_shadow_detail = VS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL;
  	light->directional_blend_splits = false;
  	light->directional_range_mode = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE;
  	light->reverse_cull = false;
  	light->bake_mode = VS::LIGHT_BAKE_INDIRECT;
  	light->version = 0;
  
  	return light_owner.make_rid(light);
  }
  
  void RasterizerStorageGLES3::light_set_color(RID p_light, const Color &p_color) {
  	Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND(!light);
  
  	light->color = p_color;
  }
  void RasterizerStorageGLES3::light_set_param(RID p_light, VS::LightParam p_param, float p_value) {
  	Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND(!light);
  	ERR_FAIL_INDEX(p_param, VS::LIGHT_PARAM_MAX);
  
  	switch (p_param) {
  		case VS::LIGHT_PARAM_RANGE:
  		case VS::LIGHT_PARAM_SPOT_ANGLE:
  		case VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE:
  		case VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET:
  		case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
  		case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
  		case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
  		case VS::LIGHT_PARAM_SHADOW_BIAS: {
  			light->version++;
  			light->instance_change_notify(true, false);
  		} break;
  		default: {
  		}
  	}
  
  	light->param[p_param] = p_value;
  }
  void RasterizerStorageGLES3::light_set_shadow(RID p_light, bool p_enabled) {
  	Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND(!light);
  	light->shadow = p_enabled;
  
  	light->version++;
  	light->instance_change_notify(true, false);
  }
  
  void RasterizerStorageGLES3::light_set_shadow_color(RID p_light, const Color &p_color) {
  	Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND(!light);
  	light->shadow_color = p_color;
  }
  
  void RasterizerStorageGLES3::light_set_projector(RID p_light, RID p_texture) {
  	Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND(!light);
  
  	light->projector = p_texture;
  }
  
  void RasterizerStorageGLES3::light_set_negative(RID p_light, bool p_enable) {
  	Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND(!light);
  
  	light->negative = p_enable;
  }
  void RasterizerStorageGLES3::light_set_cull_mask(RID p_light, uint32_t p_mask) {
  	Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND(!light);
  
  	light->cull_mask = p_mask;
  
  	light->version++;
  	light->instance_change_notify(true, false);
  }
  
  void RasterizerStorageGLES3::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
  	Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND(!light);
  
  	light->reverse_cull = p_enabled;
  
  	light->version++;
  	light->instance_change_notify(true, false);
  }
  
  void RasterizerStorageGLES3::light_set_use_gi(RID p_light, bool p_enabled) {
  	WARN_DEPRECATED_MSG("'VisualServer.light_set_use_gi' is deprecated and will be removed in a future version. Use 'VisualServer.light_set_bake_mode' instead.");
  	light_set_bake_mode(p_light, p_enabled ? VS::LightBakeMode::LIGHT_BAKE_INDIRECT : VS::LightBakeMode::LIGHT_BAKE_DISABLED);
  }
  
  void RasterizerStorageGLES3::light_set_bake_mode(RID p_light, VS::LightBakeMode p_bake_mode) {
  	Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND(!light);
  
  	light->bake_mode = p_bake_mode;
  
  	light->version++;
  	light->instance_change_notify(true, false);
  }
  
  void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {
  	Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND(!light);
  
  	light->omni_shadow_mode = p_mode;
  
  	light->version++;
  	light->instance_change_notify(true, false);
  }
  
  VS::LightOmniShadowMode RasterizerStorageGLES3::light_omni_get_shadow_mode(RID p_light) {
  	const Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND_V(!light, VS::LIGHT_OMNI_SHADOW_CUBE);
  
  	return light->omni_shadow_mode;
  }
  
  void RasterizerStorageGLES3::light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) {
  	Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND(!light);
  
  	light->omni_shadow_detail = p_detail;
  	light->version++;
  	light->instance_change_notify(true, false);
  }
  
  void RasterizerStorageGLES3::light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) {
  	Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND(!light);
  
  	light->directional_shadow_mode = p_mode;
  	light->version++;
  	light->instance_change_notify(true, false);
  }
  
  void RasterizerStorageGLES3::light_directional_set_blend_splits(RID p_light, bool p_enable) {
  	Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND(!light);
  
  	light->directional_blend_splits = p_enable;
  	light->version++;
  	light->instance_change_notify(true, false);
  }
  
  bool RasterizerStorageGLES3::light_directional_get_blend_splits(RID p_light) const {
  	const Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND_V(!light, false);
  
  	return light->directional_blend_splits;
  }
  
  VS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_shadow_mode(RID p_light) {
  	const Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
  
  	return light->directional_shadow_mode;
  }
  
  void RasterizerStorageGLES3::light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) {
  	Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND(!light);
  
  	light->directional_range_mode = p_range_mode;
  }
  
  VS::LightDirectionalShadowDepthRangeMode RasterizerStorageGLES3::light_directional_get_shadow_depth_range_mode(RID p_light) const {
  	const Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
  
  	return light->directional_range_mode;
  }
  
  VS::LightType RasterizerStorageGLES3::light_get_type(RID p_light) const {
  	const Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL);
  
  	return light->type;
  }
  
  float RasterizerStorageGLES3::light_get_param(RID p_light, VS::LightParam p_param) {
  	const Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL);
  
  	return light->param[p_param];
  }
  
  Color RasterizerStorageGLES3::light_get_color(RID p_light) {
  	const Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND_V(!light, Color());
  
  	return light->color;
  }
  
  bool RasterizerStorageGLES3::light_get_use_gi(RID p_light) {
  	return light_get_bake_mode(p_light) != VS::LightBakeMode::LIGHT_BAKE_DISABLED;
  }
  
  VS::LightBakeMode RasterizerStorageGLES3::light_get_bake_mode(RID p_light) {
  	Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND_V(!light, VS::LightBakeMode::LIGHT_BAKE_DISABLED);
  
  	return light->bake_mode;
  }
  
  bool RasterizerStorageGLES3::light_has_shadow(RID p_light) const {
  	const Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL);
  
  	return light->shadow;
  }
  
  uint64_t RasterizerStorageGLES3::light_get_version(RID p_light) const {
  	const Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND_V(!light, 0);
  
  	return light->version;
  }
  
  AABB RasterizerStorageGLES3::light_get_aabb(RID p_light) const {
  	const Light *light = light_owner.getornull(p_light);
  	ERR_FAIL_COND_V(!light, AABB());
  
  	switch (light->type) {
  		case VS::LIGHT_SPOT: {
  			float len = light->param[VS::LIGHT_PARAM_RANGE];
  			float size = Math::tan(Math::deg2rad(light->param[VS::LIGHT_PARAM_SPOT_ANGLE])) * len;
  			return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
  		};
  		case VS::LIGHT_OMNI: {
  			float r = light->param[VS::LIGHT_PARAM_RANGE];
  			return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2);
  		};
  		case VS::LIGHT_DIRECTIONAL: {
  			return AABB();
  		};
  	}
  
  	ERR_FAIL_V(AABB());
  }
  
  /* PROBE API */
  
  RID RasterizerStorageGLES3::reflection_probe_create() {
  	ReflectionProbe *reflection_probe = memnew(ReflectionProbe);
  
  	reflection_probe->intensity = 1.0;
  	reflection_probe->interior_ambient = Color();
  	reflection_probe->interior_ambient_energy = 1.0;
  	reflection_probe->interior_ambient_probe_contrib = 0.0;
  
  	reflection_probe->max_distance = 0;
  	reflection_probe->extents = Vector3(1, 1, 1);
  	reflection_probe->origin_offset = Vector3(0, 0, 0);
  	reflection_probe->interior = false;
  	reflection_probe->box_projection = false;
  	reflection_probe->enable_shadows = false;
  	reflection_probe->cull_mask = (1 << 20) - 1;
  	reflection_probe->update_mode = VS::REFLECTION_PROBE_UPDATE_ONCE;
  
  	return reflection_probe_owner.make_rid(reflection_probe);
  }
  
  void RasterizerStorageGLES3::reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) {
  	ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!reflection_probe);
  
  	reflection_probe->update_mode = p_mode;
  	reflection_probe->instance_change_notify(true, false);
  }
  
  void RasterizerStorageGLES3::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
  	ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!reflection_probe);
  
  	reflection_probe->intensity = p_intensity;
  }
  
  void RasterizerStorageGLES3::reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) {
  	ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!reflection_probe);
  
  	reflection_probe->interior_ambient = p_ambient;
  }
  
  void RasterizerStorageGLES3::reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) {
  	ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!reflection_probe);
  
  	reflection_probe->interior_ambient_energy = p_energy;
  }
  
  void RasterizerStorageGLES3::reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) {
  	ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!reflection_probe);
  
  	reflection_probe->interior_ambient_probe_contrib = p_contrib;
  }
  
  void RasterizerStorageGLES3::reflection_probe_set_max_distance(RID p_probe, float p_distance) {
  	ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!reflection_probe);
  
  	reflection_probe->max_distance = p_distance;
  	reflection_probe->instance_change_notify(true, false);
  }
  void RasterizerStorageGLES3::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
  	ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!reflection_probe);
  
  	reflection_probe->extents = p_extents;
  	reflection_probe->instance_change_notify(true, false);
  }
  void RasterizerStorageGLES3::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
  	ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!reflection_probe);
  
  	reflection_probe->origin_offset = p_offset;
  	reflection_probe->instance_change_notify(true, false);
  }
  
  void RasterizerStorageGLES3::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
  	ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!reflection_probe);
  
  	reflection_probe->interior = p_enable;
  	reflection_probe->instance_change_notify(true, false);
  }
  void RasterizerStorageGLES3::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
  	ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!reflection_probe);
  
  	reflection_probe->box_projection = p_enable;
  }
  
  void RasterizerStorageGLES3::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {
  	ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!reflection_probe);
  
  	reflection_probe->enable_shadows = p_enable;
  	reflection_probe->instance_change_notify(true, false);
  }
  void RasterizerStorageGLES3::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
  	ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!reflection_probe);
  
  	reflection_probe->cull_mask = p_layers;
  	reflection_probe->instance_change_notify(true, false);
  }
  
  void RasterizerStorageGLES3::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
  }
  
  AABB RasterizerStorageGLES3::reflection_probe_get_aabb(RID p_probe) const {
  	const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!reflection_probe, AABB());
  
  	AABB aabb;
  	aabb.position = -reflection_probe->extents;
  	aabb.size = reflection_probe->extents * 2.0;
  
  	return aabb;
  }
  VS::ReflectionProbeUpdateMode RasterizerStorageGLES3::reflection_probe_get_update_mode(RID p_probe) const {
  	const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!reflection_probe, VS::REFLECTION_PROBE_UPDATE_ALWAYS);
  
  	return reflection_probe->update_mode;
  }
  
  uint32_t RasterizerStorageGLES3::reflection_probe_get_cull_mask(RID p_probe) const {
  	const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!reflection_probe, 0);
  
  	return reflection_probe->cull_mask;
  }
  
  Vector3 RasterizerStorageGLES3::reflection_probe_get_extents(RID p_probe) const {
  	const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!reflection_probe, Vector3());
  
  	return reflection_probe->extents;
  }
  Vector3 RasterizerStorageGLES3::reflection_probe_get_origin_offset(RID p_probe) const {
  	const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!reflection_probe, Vector3());
  
  	return reflection_probe->origin_offset;
  }
  
  bool RasterizerStorageGLES3::reflection_probe_renders_shadows(RID p_probe) const {
  	const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!reflection_probe, false);
  
  	return reflection_probe->enable_shadows;
  }
  
  float RasterizerStorageGLES3::reflection_probe_get_origin_max_distance(RID p_probe) const {
  	const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!reflection_probe, 0);
  
  	return reflection_probe->max_distance;
  }
  
  RID RasterizerStorageGLES3::gi_probe_create() {
  	GIProbe *gip = memnew(GIProbe);
  
  	gip->bounds = AABB(Vector3(), Vector3(1, 1, 1));
  	gip->dynamic_range = 1.0;
  	gip->energy = 1.0;
  	gip->propagation = 1.0;
  	gip->bias = 0.4;
  	gip->normal_bias = 0.4;
  	gip->interior = false;
  	gip->compress = false;
  	gip->version = 1;
  	gip->cell_size = 1.0;
  
  	return gi_probe_owner.make_rid(gip);
  }
  
  void RasterizerStorageGLES3::gi_probe_set_bounds(RID p_probe, const AABB &p_bounds) {
  	GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!gip);
  
  	gip->bounds = p_bounds;
  	gip->version++;
  	gip->instance_change_notify(true, false);
  }
  AABB RasterizerStorageGLES3::gi_probe_get_bounds(RID p_probe) const {
  	const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!gip, AABB());
  
  	return gip->bounds;
  }
  
  void RasterizerStorageGLES3::gi_probe_set_cell_size(RID p_probe, float p_size) {
  	GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!gip);
  
  	gip->cell_size = p_size;
  	gip->version++;
  	gip->instance_change_notify(true, false);
  }
  
  float RasterizerStorageGLES3::gi_probe_get_cell_size(RID p_probe) const {
  	const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!gip, 0);
  
  	return gip->cell_size;
  }
  
  void RasterizerStorageGLES3::gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) {
  	GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!gip);
  
  	gip->to_cell = p_xform;
  }
  
  Transform RasterizerStorageGLES3::gi_probe_get_to_cell_xform(RID p_probe) const {
  	const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!gip, Transform());
  
  	return gip->to_cell;
  }
  
  void RasterizerStorageGLES3::gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data) {
  	GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!gip);
  
  	gip->dynamic_data = p_data;
  	gip->version++;
  	gip->instance_change_notify(true, false);
  }
  PoolVector<int> RasterizerStorageGLES3::gi_probe_get_dynamic_data(RID p_probe) const {
  	const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!gip, PoolVector<int>());
  
  	return gip->dynamic_data;
  }
  
  void RasterizerStorageGLES3::gi_probe_set_dynamic_range(RID p_probe, int p_range) {
  	GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!gip);
  
  	gip->dynamic_range = p_range;
  }
  int RasterizerStorageGLES3::gi_probe_get_dynamic_range(RID p_probe) const {
  	const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!gip, 0);
  
  	return gip->dynamic_range;
  }
  
  void RasterizerStorageGLES3::gi_probe_set_energy(RID p_probe, float p_range) {
  	GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!gip);
  
  	gip->energy = p_range;
  }
  
  void RasterizerStorageGLES3::gi_probe_set_bias(RID p_probe, float p_range) {
  	GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!gip);
  
  	gip->bias = p_range;
  }
  
  void RasterizerStorageGLES3::gi_probe_set_normal_bias(RID p_probe, float p_range) {
  	GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!gip);
  
  	gip->normal_bias = p_range;
  }
  
  void RasterizerStorageGLES3::gi_probe_set_propagation(RID p_probe, float p_range) {
  	GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!gip);
  
  	gip->propagation = p_range;
  }
  
  void RasterizerStorageGLES3::gi_probe_set_interior(RID p_probe, bool p_enable) {
  	GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!gip);
  
  	gip->interior = p_enable;
  }
  
  bool RasterizerStorageGLES3::gi_probe_is_interior(RID p_probe) const {
  	const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!gip, false);
  
  	return gip->interior;
  }
  
  void RasterizerStorageGLES3::gi_probe_set_compress(RID p_probe, bool p_enable) {
  	if (p_enable) {
  		WARN_DEPRECATED_MSG("GIProbe's Compress property has been deprecated due to known bugs and will be removed in Godot 4.0.");
  	}
  
  	GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND(!gip);
  
  	gip->compress = p_enable;
  }
  
  bool RasterizerStorageGLES3::gi_probe_is_compressed(RID p_probe) const {
  	const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!gip, false);
  
  	return gip->compress;
  }
  float RasterizerStorageGLES3::gi_probe_get_energy(RID p_probe) const {
  	const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!gip, 0);
  
  	return gip->energy;
  }
  
  float RasterizerStorageGLES3::gi_probe_get_bias(RID p_probe) const {
  	const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!gip, 0);
  
  	return gip->bias;
  }
  
  float RasterizerStorageGLES3::gi_probe_get_normal_bias(RID p_probe) const {
  	const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!gip, 0);
  
  	return gip->normal_bias;
  }
  
  float RasterizerStorageGLES3::gi_probe_get_propagation(RID p_probe) const {
  	const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!gip, 0);
  
  	return gip->propagation;
  }
  
  uint32_t RasterizerStorageGLES3::gi_probe_get_version(RID p_probe) {
  	const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  	ERR_FAIL_COND_V(!gip, 0);
  
  	return gip->version;
  }
  
  RID RasterizerStorageGLES3::gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) {
  	GIProbeData *gipd = memnew(GIProbeData);
  
  	gipd->width = p_width;
  	gipd->height = p_height;
  	gipd->depth = p_depth;
  	gipd->compression = GI_PROBE_UNCOMPRESSED;
  
  	glActiveTexture(GL_TEXTURE0);
  	glGenTextures(1, &gipd->tex_id);
  	glBindTexture(GL_TEXTURE_3D, gipd->tex_id);
  
  	int level = 0;
  	int min_size = 1;
  
  	if (gipd->compression == GI_PROBE_S3TC) {
  		min_size = 4;
  	}
  
  	while (true) {
  		glTexImage3D(GL_TEXTURE_3D, level, GL_RGBA8, p_width, p_height, p_depth, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
  
  		if (p_width <= min_size || p_height <= min_size || p_depth <= min_size) {
  			break;
  		}
  		p_width >>= 1;
  		p_height >>= 1;
  		p_depth >>= 1;
  		level++;
  	}
  
  	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
  	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
  	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, level);
  
  	gipd->levels = level + 1;
  
  	return gi_probe_data_owner.make_rid(gipd);
  }
  
  void RasterizerStorageGLES3::gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data) {
  	GIProbeData *gipd = gi_probe_data_owner.getornull(p_gi_probe_data);
  	ERR_FAIL_COND(!gipd);
  	/*
  	Vector<uint8_t> data;
  	data.resize((gipd->width>>p_mipmap)*(gipd->height>>p_mipmap)*(gipd->depth>>p_mipmap)*4);
  
  	for(int i=0;i<(gipd->width>>p_mipmap);i++) {
  		for(int j=0;j<(gipd->height>>p_mipmap);j++) {
  			for(int k=0;k<(gipd->depth>>p_mipmap);k++) {
  
  				int ofs = (k*(gipd->height>>p_mipmap)*(gipd->width>>p_mipmap)) + j *(gipd->width>>p_mipmap) + i;
  				ofs*=4;
  				data[ofs+0]=i*0xFF/(gipd->width>>p_mipmap);
  				data[ofs+1]=j*0xFF/(gipd->height>>p_mipmap);
  				data[ofs+2]=k*0xFF/(gipd->depth>>p_mipmap);
  				data[ofs+3]=0xFF;
  			}
  		}
  	}
  */
  	glActiveTexture(GL_TEXTURE0);
  	glBindTexture(GL_TEXTURE_3D, gipd->tex_id);
  	glTexSubImage3D(GL_TEXTURE_3D, p_mipmap, 0, 0, p_depth_slice, gipd->width >> p_mipmap, gipd->height >> p_mipmap, p_slice_count, GL_RGBA, GL_UNSIGNED_BYTE, p_data);
  	//glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,p_data);
  	//glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,data.ptr());
  }
  /////////////////////////////
  
  RID RasterizerStorageGLES3::lightmap_capture_create() {
  	LightmapCapture *capture = memnew(LightmapCapture);
  	return lightmap_capture_data_owner.make_rid(capture);
  }
  
  void RasterizerStorageGLES3::lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) {
  	LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
  	ERR_FAIL_COND(!capture);
  	capture->bounds = p_bounds;
  	capture->instance_change_notify(true, false);
  }
  AABB RasterizerStorageGLES3::lightmap_capture_get_bounds(RID p_capture) const {
  	const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
  	ERR_FAIL_COND_V(!capture, AABB());
  	return capture->bounds;
  }
  void RasterizerStorageGLES3::lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) {
  	LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
  	ERR_FAIL_COND(!capture);
  
  	ERR_FAIL_COND(p_octree.size() == 0 || (p_octree.size() % sizeof(LightmapCaptureOctree)) != 0);
  
  	capture->octree.resize(p_octree.size() / sizeof(LightmapCaptureOctree));
  	if (p_octree.size()) {
  		PoolVector<LightmapCaptureOctree>::Write w = capture->octree.write();
  		PoolVector<uint8_t>::Read r = p_octree.read();
  		memcpy(w.ptr(), r.ptr(), p_octree.size());
  	}
  	capture->instance_change_notify(true, false);
  }
  PoolVector<uint8_t> RasterizerStorageGLES3::lightmap_capture_get_octree(RID p_capture) const {
  	const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
  	ERR_FAIL_COND_V(!capture, PoolVector<uint8_t>());
  
  	if (capture->octree.size() == 0) {
  		return PoolVector<uint8_t>();
  	}
  
  	PoolVector<uint8_t> ret;
  	ret.resize(capture->octree.size() * sizeof(LightmapCaptureOctree));
  	{
  		PoolVector<LightmapCaptureOctree>::Read r = capture->octree.read();
  		PoolVector<uint8_t>::Write w = ret.write();
  		memcpy(w.ptr(), r.ptr(), ret.size());
  	}
  
  	return ret;
  }
  
  void RasterizerStorageGLES3::lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) {
  	LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
  	ERR_FAIL_COND(!capture);
  	capture->cell_xform = p_xform;
  }
  
  Transform RasterizerStorageGLES3::lightmap_capture_get_octree_cell_transform(RID p_capture) const {
  	const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
  	ERR_FAIL_COND_V(!capture, Transform());
  	return capture->cell_xform;
  }
  
  void RasterizerStorageGLES3::lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) {
  	LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
  	ERR_FAIL_COND(!capture);
  	capture->cell_subdiv = p_subdiv;
  }
  
  int RasterizerStorageGLES3::lightmap_capture_get_octree_cell_subdiv(RID p_capture) const {
  	const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
  	ERR_FAIL_COND_V(!capture, 0);
  	return capture->cell_subdiv;
  }
  
  void RasterizerStorageGLES3::lightmap_capture_set_energy(RID p_capture, float p_energy) {
  	LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
  	ERR_FAIL_COND(!capture);
  	capture->energy = p_energy;
  
  	if (!capture->update_list.in_list()) {
  		capture_update_list.add(&capture->update_list);
  	}
  }
  
  float RasterizerStorageGLES3::lightmap_capture_get_energy(RID p_capture) const {
  	const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
  	ERR_FAIL_COND_V(!capture, 0);
  	return capture->energy;
  }
  
  void RasterizerStorageGLES3::lightmap_capture_set_interior(RID p_capture, bool p_interior) {
  	LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
  	ERR_FAIL_COND(!capture);
  	capture->interior = p_interior;
  	if (!capture->update_list.in_list()) {
  		capture_update_list.add(&capture->update_list);
  	}
  }
  
  bool RasterizerStorageGLES3::lightmap_capture_is_interior(RID p_capture) const {
  	const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
  	ERR_FAIL_COND_V(!capture, false);
  	return capture->interior;
  }
  
  const PoolVector<RasterizerStorage::LightmapCaptureOctree> *RasterizerStorageGLES3::lightmap_capture_get_octree_ptr(RID p_capture) const {
  	const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
  	ERR_FAIL_COND_V(!capture, nullptr);
  	return &capture->octree;
  }
  
  void RasterizerStorageGLES3::update_dirty_captures() {
  	while (capture_update_list.first()) {
  		LightmapCapture *capture = capture_update_list.first()->self();
  		capture->instance_change_notify(false, true);
  		capture_update_list.remove(capture_update_list.first());
  	}
  }
  
  ///////
  
  RID RasterizerStorageGLES3::particles_create() {
  	Particles *particles = memnew(Particles);
  
  	return particles_owner.make_rid(particles);
  }
  
  void RasterizerStorageGLES3::particles_set_emitting(RID p_particles, bool p_emitting) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  
  	particles->emitting = p_emitting;
  }
  
  bool RasterizerStorageGLES3::particles_get_emitting(RID p_particles) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND_V(!particles, false);
  
  	return particles->emitting;
  }
  
  void RasterizerStorageGLES3::particles_set_amount(RID p_particles, int p_amount) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  
  	particles->amount = p_amount;
  
  	int floats = p_amount * 24;
  	float *data = memnew_arr(float, floats);
  
  	for (int i = 0; i < floats; i++) {
  		data[i] = 0;
  	}
  
  	for (int i = 0; i < 2; i++) {
  		glBindVertexArray(particles->particle_vaos[i]);
  
  		glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[i]);
  		glBufferData(GL_ARRAY_BUFFER, floats * sizeof(float), data, GL_STATIC_DRAW);
  
  		for (int j = 0; j < 6; j++) {
  			glEnableVertexAttribArray(j);
  			glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, CAST_INT_TO_UCHAR_PTR(j * 16));
  		}
  	}
  
  	if (particles->histories_enabled) {
  		for (int i = 0; i < 2; i++) {
  			glBindVertexArray(particles->particle_vao_histories[i]);
  
  			glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[i]);
  			glBufferData(GL_ARRAY_BUFFER, floats * sizeof(float), data, GL_DYNAMIC_COPY);
  
  			for (int j = 0; j < 6; j++) {
  				glEnableVertexAttribArray(j);
  				glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, CAST_INT_TO_UCHAR_PTR(j * 16));
  			}
  			particles->particle_valid_histories[i] = false;
  		}
  	}
  
  	glBindVertexArray(0);
  
  	particles->prev_ticks = 0;
  	particles->phase = 0;
  	particles->prev_phase = 0;
  	particles->clear = true;
  
  	memdelete_arr(data);
  }
  
  void RasterizerStorageGLES3::particles_set_lifetime(RID p_particles, float p_lifetime) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  	particles->lifetime = p_lifetime;
  }
  
  void RasterizerStorageGLES3::particles_set_one_shot(RID p_particles, bool p_one_shot) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  	particles->one_shot = p_one_shot;
  }
  
  void RasterizerStorageGLES3::particles_set_pre_process_time(RID p_particles, float p_time) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  	particles->pre_process_time = p_time;
  }
  void RasterizerStorageGLES3::particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  	particles->explosiveness = p_ratio;
  }
  void RasterizerStorageGLES3::particles_set_randomness_ratio(RID p_particles, float p_ratio) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  	particles->randomness = p_ratio;
  }
  
  void RasterizerStorageGLES3::_particles_update_histories(Particles *particles) {
  	bool needs_histories = particles->draw_order == VS::PARTICLES_DRAW_ORDER_VIEW_DEPTH;
  
  	if (needs_histories == particles->histories_enabled) {
  		return;
  	}
  
  	particles->histories_enabled = needs_histories;
  
  	int floats = particles->amount * 24;
  
  	if (!needs_histories) {
  		glDeleteBuffers(2, particles->particle_buffer_histories);
  		glDeleteVertexArrays(2, particles->particle_vao_histories);
  
  	} else {
  		glGenBuffers(2, particles->particle_buffer_histories);
  		glGenVertexArrays(2, particles->particle_vao_histories);
  
  		for (int i = 0; i < 2; i++) {
  			glBindVertexArray(particles->particle_vao_histories[i]);
  
  			glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[i]);
  			glBufferData(GL_ARRAY_BUFFER, floats * sizeof(float), nullptr, GL_DYNAMIC_COPY);
  
  			for (int j = 0; j < 6; j++) {
  				glEnableVertexAttribArray(j);
  				glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, CAST_INT_TO_UCHAR_PTR(j * 16));
  			}
  
  			particles->particle_valid_histories[i] = false;
  		}
  	}
  
  	particles->clear = true;
  }
  
  void RasterizerStorageGLES3::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  	particles->custom_aabb = p_aabb;
  	_particles_update_histories(particles);
  	particles->instance_change_notify(true, false);
  }
  
  void RasterizerStorageGLES3::particles_set_speed_scale(RID p_particles, float p_scale) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  
  	particles->speed_scale = p_scale;
  }
  void RasterizerStorageGLES3::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  
  	particles->use_local_coords = p_enable;
  }
  
  void RasterizerStorageGLES3::particles_set_fixed_fps(RID p_particles, int p_fps) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  
  	particles->fixed_fps = p_fps;
  }
  
  void RasterizerStorageGLES3::particles_set_fractional_delta(RID p_particles, bool p_enable) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  
  	particles->fractional_delta = p_enable;
  }
  
  void RasterizerStorageGLES3::particles_set_process_material(RID p_particles, RID p_material) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  
  	particles->process_material = p_material;
  }
  
  void RasterizerStorageGLES3::particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  
  	particles->draw_order = p_order;
  	_particles_update_histories(particles);
  }
  
  void RasterizerStorageGLES3::particles_set_draw_passes(RID p_particles, int p_passes) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  
  	particles->draw_passes.resize(p_passes);
  }
  
  void RasterizerStorageGLES3::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  	ERR_FAIL_INDEX(p_pass, particles->draw_passes.size());
  	particles->draw_passes.write[p_pass] = p_mesh;
  }
  
  void RasterizerStorageGLES3::particles_restart(RID p_particles) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  
  	particles->restart_request = true;
  }
  
  void RasterizerStorageGLES3::particles_request_process(RID p_particles) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  
  	if (!particles->particle_element.in_list()) {
  		particle_update_list.add(&particles->particle_element);
  	}
  }
  
  AABB RasterizerStorageGLES3::particles_get_current_aabb(RID p_particles) {
  	const Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND_V(!particles, AABB());
  
  	const float *data;
  	glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]);
  
  #if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
  	PoolVector<uint8_t> vector;
  	vector.resize(particles->amount * 16 * 6);
  	{
  		PoolVector<uint8_t>::Write w = vector.write();
  		glGetBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * 16 * 6, w.ptr());
  	}
  	PoolVector<uint8_t>::Read r = vector.read();
  	data = reinterpret_cast<const float *>(r.ptr());
  #else
  	data = (float *)glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 16 * 6, GL_MAP_READ_BIT);
  #endif
  	AABB aabb;
  
  	Transform inv = particles->emission_transform.affine_inverse();
  
  	for (int i = 0; i < particles->amount; i++) {
  		int ofs = i * 24;
  		Vector3 pos = Vector3(data[ofs + 15], data[ofs + 19], data[ofs + 23]);
  		if (!particles->use_local_coords) {
  			pos = inv.xform(pos);
  		}
  		if (i == 0) {
  			aabb.position = pos;
  		} else {
  			aabb.expand_to(pos);
  		}
  	}
  
  #if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
  	r.release();
  	vector = PoolVector<uint8_t>();
  #else
  	glUnmapBuffer(GL_ARRAY_BUFFER);
  #endif
  
  	glBindBuffer(GL_ARRAY_BUFFER, 0);
  
  	float longest_axis = 0;
  	for (int i = 0; i < particles->draw_passes.size(); i++) {
  		if (particles->draw_passes[i].is_valid()) {
  			AABB maabb = mesh_get_aabb(particles->draw_passes[i], RID());
  			longest_axis = MAX(maabb.get_longest_axis_size(), longest_axis);
  		}
  	}
  
  	aabb.grow_by(longest_axis);
  
  	return aabb;
  }
  
  AABB RasterizerStorageGLES3::particles_get_aabb(RID p_particles) const {
  	const Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND_V(!particles, AABB());
  
  	return particles->custom_aabb;
  }
  
  void RasterizerStorageGLES3::particles_set_emission_transform(RID p_particles, const Transform &p_transform) {
  	Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND(!particles);
  
  	particles->emission_transform = p_transform;
  }
  
  int RasterizerStorageGLES3::particles_get_draw_passes(RID p_particles) const {
  	const Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND_V(!particles, 0);
  
  	return particles->draw_passes.size();
  }
  
  RID RasterizerStorageGLES3::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
  	const Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND_V(!particles, RID());
  	ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
  
  	return particles->draw_passes[p_pass];
  }
  
  void RasterizerStorageGLES3::_particles_process(Particles *p_particles, float p_delta) {
  	float new_phase = Math::fmod((float)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, (float)1.0);
  
  	if (p_particles->clear) {
  		p_particles->cycle_number = 0;
  		p_particles->random_seed = Math::rand();
  	} else if (new_phase < p_particles->phase) {
  		if (p_particles->one_shot) {
  			p_particles->emitting = false;
  			shaders.particles.set_uniform(ParticlesShaderGLES3::EMITTING, false);
  		}
  		p_particles->cycle_number++;
  	}
  
  	shaders.particles.set_uniform(ParticlesShaderGLES3::SYSTEM_PHASE, new_phase);
  	shaders.particles.set_uniform(ParticlesShaderGLES3::PREV_SYSTEM_PHASE, p_particles->phase);
  	p_particles->phase = new_phase;
  
  	shaders.particles.set_uniform(ParticlesShaderGLES3::DELTA, p_delta * p_particles->speed_scale);
  	shaders.particles.set_uniform(ParticlesShaderGLES3::CLEAR, p_particles->clear);
  	glUniform1ui(shaders.particles.get_uniform_location(ParticlesShaderGLES3::RANDOM_SEED), p_particles->random_seed);
  
  	if (p_particles->use_local_coords) {
  		shaders.particles.set_uniform(ParticlesShaderGLES3::EMISSION_TRANSFORM, Transform());
  	} else {
  		shaders.particles.set_uniform(ParticlesShaderGLES3::EMISSION_TRANSFORM, p_particles->emission_transform);
  	}
  
  	glUniform1ui(shaders.particles.get_uniform(ParticlesShaderGLES3::CYCLE), p_particles->cycle_number);
  
  	p_particles->clear = false;
  
  	glBindVertexArray(p_particles->particle_vaos[0]);
  
  	glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, p_particles->particle_buffers[1]);
  
  	//		GLint size = 0;
  	//		glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
  
  	glBeginTransformFeedback(GL_POINTS);
  	glDrawArrays(GL_POINTS, 0, p_particles->amount);
  	glEndTransformFeedback();
  
  	SWAP(p_particles->particle_buffers[0], p_particles->particle_buffers[1]);
  	SWAP(p_particles->particle_vaos[0], p_particles->particle_vaos[1]);
  
  	glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
  	glBindVertexArray(0);
  	/* //debug particles :D
  	glBindBuffer(GL_ARRAY_BUFFER, p_particles->particle_buffers[0]);
  
  	float *data = (float *)glMapBufferRange(GL_ARRAY_BUFFER, 0, p_particles->amount * 16 * 6, GL_MAP_READ_BIT);
  	for (int i = 0; i < p_particles->amount; i++) {
  		int ofs = i * 24;
  		print_line(itos(i) + ":");
  		print_line("\tColor: " + Color(data[ofs + 0], data[ofs + 1], data[ofs + 2], data[ofs + 3]));
  		print_line("\tVelocity: " + Vector3(data[ofs + 4], data[ofs + 5], data[ofs + 6]));
  		print_line("\tActive: " + itos(data[ofs + 7]));
  		print_line("\tCustom: " + Color(data[ofs + 8], data[ofs + 9], data[ofs + 10], data[ofs + 11]));
  		print_line("\tXF X: " + Color(data[ofs + 12], data[ofs + 13], data[ofs + 14], data[ofs + 15]));
  		print_line("\tXF Y: " + Color(data[ofs + 16], data[ofs + 17], data[ofs + 18], data[ofs + 19]));
  		print_line("\tXF Z: " + Color(data[ofs + 20], data[ofs + 21], data[ofs + 22], data[ofs + 23]));
  	}
  
  	glUnmapBuffer(GL_ARRAY_BUFFER);
  	glBindBuffer(GL_ARRAY_BUFFER, 0);
  	//*/
  }
  
  void RasterizerStorageGLES3::update_particles() {
  	glEnable(GL_RASTERIZER_DISCARD);
  
  	while (particle_update_list.first()) {
  		//use transform feedback to process particles
  
  		Particles *particles = particle_update_list.first()->self();
  
  		if (particles->restart_request) {
  			particles->prev_ticks = 0;
  			particles->phase = 0;
  			particles->prev_phase = 0;
  			particles->clear = true;
  			particles->particle_valid_histories[0] = false;
  			particles->particle_valid_histories[1] = false;
  			particles->restart_request = false;
  		}
  
  		if (particles->inactive && !particles->emitting) {
  			particle_update_list.remove(particle_update_list.first());
  			continue;
  		}
  
  		if (particles->emitting) {
  			if (particles->inactive) {
  				//restart system from scratch
  				particles->prev_ticks = 0;
  				particles->phase = 0;
  				particles->prev_phase = 0;
  				particles->clear = true;
  				particles->particle_valid_histories[0] = false;
  				particles->particle_valid_histories[1] = false;
  			}
  			particles->inactive = false;
  			particles->inactive_time = 0;
  		} else {
  			particles->inactive_time += particles->speed_scale * frame.delta;
  			if (particles->inactive_time > particles->lifetime * 1.2) {
  				particles->inactive = true;
  				particle_update_list.remove(particle_update_list.first());
  				continue;
  			}
  		}
  
  		Material *material = material_owner.getornull(particles->process_material);
  		if (!material || !material->shader || material->shader->mode != VS::SHADER_PARTICLES) {
  			shaders.particles.set_custom_shader(0);
  		} else {
  			shaders.particles.set_custom_shader(material->shader->custom_code_id);
  
  			if (material->ubo_id) {
  				glBindBufferBase(GL_UNIFORM_BUFFER, 0, material->ubo_id);
  			}
  
  			int tc = material->textures.size();
  			RID *textures = material->textures.ptrw();
  			ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = material->shader->texture_hints.ptrw();
  
  			for (int i = 0; i < tc; i++) {
  				glActiveTexture(GL_TEXTURE0 + i);
  
  				GLenum target;
  				GLuint tex;
  
  				RasterizerStorageGLES3::Texture *t = texture_owner.getornull(textures[i]);
  
  				if (!t) {
  					//check hints
  					target = GL_TEXTURE_2D;
  
  					switch (texture_hints[i]) {
  						case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
  						case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
  							tex = resources.black_tex;
  						} break;
  						case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
  							tex = resources.aniso_tex;
  						} break;
  						case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  							tex = resources.normal_tex;
  						} break;
  						default: {
  							tex = resources.white_tex;
  						} break;
  					}
  				} else {
  					t = t->get_ptr(); //resolve for proxies
  					target = t->target;
  					tex = t->tex_id;
  				}
  
  				glBindTexture(target, tex);
  			}
  		}
  
  		shaders.particles.set_conditional(ParticlesShaderGLES3::USE_FRACTIONAL_DELTA, particles->fractional_delta);
  
  		shaders.particles.bind();
  
  		shaders.particles.set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES, particles->amount);
  		shaders.particles.set_uniform(ParticlesShaderGLES3::TIME, frame.time[0]);
  		shaders.particles.set_uniform(ParticlesShaderGLES3::EXPLOSIVENESS, particles->explosiveness);
  		shaders.particles.set_uniform(ParticlesShaderGLES3::LIFETIME, particles->lifetime);
  		shaders.particles.set_uniform(ParticlesShaderGLES3::ATTRACTOR_COUNT, 0);
  		shaders.particles.set_uniform(ParticlesShaderGLES3::EMITTING, particles->emitting);
  		shaders.particles.set_uniform(ParticlesShaderGLES3::RANDOMNESS, particles->randomness);
  
  		bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
  
  		if (particles->clear && particles->pre_process_time > 0.0) {
  			float frame_time;
  			if (particles->fixed_fps > 0) {
  				frame_time = 1.0 / particles->fixed_fps;
  			} else {
  				frame_time = 1.0 / 30.0;
  			}
  
  			float todo = particles->pre_process_time;
  
  			while (todo >= 0) {
  				_particles_process(particles, frame_time);
  				todo -= frame_time;
  			}
  		}
  
  		if (particles->fixed_fps > 0) {
  			float frame_time;
  			float decr;
  			if (zero_time_scale) {
  				frame_time = 0.0;
  				decr = 1.0 / particles->fixed_fps;
  			} else {
  				frame_time = 1.0 / particles->fixed_fps;
  				decr = frame_time;
  			}
  			float delta = frame.delta;
  			if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
  				delta = 0.1;
  			} else if (delta <= 0.0) { //unlikely but..
  				delta = 0.001;
  			}
  			float todo = particles->frame_remainder + delta;
  
  			while (todo >= frame_time) {
  				_particles_process(particles, frame_time);
  				todo -= decr;
  			}
  
  			particles->frame_remainder = todo;
  
  		} else {
  			if (zero_time_scale) {
  				_particles_process(particles, 0.0);
  			} else {
  				_particles_process(particles, frame.delta);
  			}
  		}
  
  		particle_update_list.remove(particle_update_list.first());
  
  		if (particles->histories_enabled) {
  			SWAP(particles->particle_buffer_histories[0], particles->particle_buffer_histories[1]);
  			SWAP(particles->particle_vao_histories[0], particles->particle_vao_histories[1]);
  			SWAP(particles->particle_valid_histories[0], particles->particle_valid_histories[1]);
  
  			//copy
  			glBindBuffer(GL_COPY_READ_BUFFER, particles->particle_buffers[0]);
  			glBindBuffer(GL_COPY_WRITE_BUFFER, particles->particle_buffer_histories[0]);
  			glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, particles->amount * 24 * sizeof(float));
  
  			particles->particle_valid_histories[0] = true;
  		}
  
  		particles->instance_change_notify(true, false); //make sure shadows are updated
  	}
  
  	glDisable(GL_RASTERIZER_DISCARD);
  }
  
  bool RasterizerStorageGLES3::particles_is_inactive(RID p_particles) const {
  	const Particles *particles = particles_owner.getornull(p_particles);
  	ERR_FAIL_COND_V(!particles, false);
  	return !particles->emitting && particles->inactive;
  }
  
  ////////
  
  void RasterizerStorageGLES3::instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {
  	Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  	ERR_FAIL_COND(!skeleton);
  
  	skeleton->instances.insert(p_instance);
  }
  
  void RasterizerStorageGLES3::instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {
  	Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  	ERR_FAIL_COND(!skeleton);
  
  	skeleton->instances.erase(p_instance);
  }
  
  void RasterizerStorageGLES3::instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {
  	Instantiable *inst = nullptr;
  	switch (p_instance->base_type) {
  		case VS::INSTANCE_MESH: {
  			inst = mesh_owner.getornull(p_base);
  			ERR_FAIL_COND(!inst);
  		} break;
  		case VS::INSTANCE_MULTIMESH: {
  			inst = multimesh_owner.getornull(p_base);
  			ERR_FAIL_COND(!inst);
  		} break;
  		case VS::INSTANCE_IMMEDIATE: {
  			inst = immediate_owner.getornull(p_base);
  			ERR_FAIL_COND(!inst);
  		} break;
  		case VS::INSTANCE_PARTICLES: {
  			inst = particles_owner.getornull(p_base);
  			ERR_FAIL_COND(!inst);
  		} break;
  		case VS::INSTANCE_REFLECTION_PROBE: {
  			inst = reflection_probe_owner.getornull(p_base);
  			ERR_FAIL_COND(!inst);
  		} break;
  		case VS::INSTANCE_LIGHT: {
  			inst = light_owner.getornull(p_base);
  			ERR_FAIL_COND(!inst);
  		} break;
  		case VS::INSTANCE_GI_PROBE: {
  			inst = gi_probe_owner.getornull(p_base);
  			ERR_FAIL_COND(!inst);
  		} break;
  		case VS::INSTANCE_LIGHTMAP_CAPTURE: {
  			inst = lightmap_capture_data_owner.getornull(p_base);
  			ERR_FAIL_COND(!inst);
  		} break;
  		default: {
  			ERR_FAIL();
  		}
  	}
  
  	inst->instance_list.add(&p_instance->dependency_item);
  }
  
  void RasterizerStorageGLES3::instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {
  	Instantiable *inst = nullptr;
  
  	switch (p_instance->base_type) {
  		case VS::INSTANCE_MESH: {
  			inst = mesh_owner.getornull(p_base);
  			ERR_FAIL_COND(!inst);
  		} break;
  		case VS::INSTANCE_MULTIMESH: {
  			inst = multimesh_owner.getornull(p_base);
  			ERR_FAIL_COND(!inst);
  		} break;
  		case VS::INSTANCE_IMMEDIATE: {
  			inst = immediate_owner.getornull(p_base);
  			ERR_FAIL_COND(!inst);
  		} break;
  		case VS::INSTANCE_PARTICLES: {
  			inst = particles_owner.getornull(p_base);
  			ERR_FAIL_COND(!inst);
  		} break;
  		case VS::INSTANCE_REFLECTION_PROBE: {
  			inst = reflection_probe_owner.getornull(p_base);
  			ERR_FAIL_COND(!inst);
  		} break;
  		case VS::INSTANCE_LIGHT: {
  			inst = light_owner.getornull(p_base);
  			ERR_FAIL_COND(!inst);
  		} break;
  		case VS::INSTANCE_GI_PROBE: {
  			inst = gi_probe_owner.getornull(p_base);
  			ERR_FAIL_COND(!inst);
  		} break;
  		case VS::INSTANCE_LIGHTMAP_CAPTURE: {
  			inst = lightmap_capture_data_owner.getornull(p_base);
  			ERR_FAIL_COND(!inst);
  		} break;
  		default: {
  			ERR_FAIL();
  		}
  	}
  
  	inst->instance_list.remove(&p_instance->dependency_item);
  }
  
  /* RENDER TARGET */
  
  void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
  	if (rt->fbo) {
  		glDeleteFramebuffers(1, &rt->fbo);
  		glDeleteTextures(1, &rt->color);
  		rt->fbo = 0;
  	}
  
  	if (rt->buffers.active) {
  		glDeleteFramebuffers(1, &rt->buffers.fbo);
  		glDeleteRenderbuffers(1, &rt->buffers.depth);
  		glDeleteRenderbuffers(1, &rt->buffers.diffuse);
  		if (rt->buffers.effects_active) {
  			glDeleteRenderbuffers(1, &rt->buffers.specular);
  			glDeleteRenderbuffers(1, &rt->buffers.normal_rough);
  			glDeleteRenderbuffers(1, &rt->buffers.sss);
  			glDeleteFramebuffers(1, &rt->buffers.effect_fbo);
  			glDeleteTextures(1, &rt->buffers.effect);
  		}
  
  		rt->buffers.effects_active = false;
  		rt->buffers.active = false;
  	}
  
  	if (rt->depth) {
  		glDeleteTextures(1, &rt->depth);
  		rt->depth = 0;
  	}
  
  	if (rt->effects.ssao.blur_fbo[0]) {
  		glDeleteFramebuffers(1, &rt->effects.ssao.blur_fbo[0]);
  		glDeleteTextures(1, &rt->effects.ssao.blur_red[0]);
  		glDeleteFramebuffers(1, &rt->effects.ssao.blur_fbo[1]);
  		glDeleteTextures(1, &rt->effects.ssao.blur_red[1]);
  		for (int i = 0; i < rt->effects.ssao.depth_mipmap_fbos.size(); i++) {
  			glDeleteFramebuffers(1, &rt->effects.ssao.depth_mipmap_fbos[i]);
  		}
  
  		rt->effects.ssao.depth_mipmap_fbos.clear();
  
  		glDeleteTextures(1, &rt->effects.ssao.linear_depth);
  
  		rt->effects.ssao.blur_fbo[0] = 0;
  		rt->effects.ssao.blur_fbo[1] = 0;
  	}
  
  	if (rt->exposure.fbo) {
  		glDeleteFramebuffers(1, &rt->exposure.fbo);
  		glDeleteTextures(1, &rt->exposure.color);
  		rt->exposure.fbo = 0;
  	}
  
  	if (rt->external.fbo != 0) {
  		// free this
  		glDeleteFramebuffers(1, &rt->external.fbo);
  
  		// clean up our texture
  		Texture *t = texture_owner.get(rt->external.texture);
  		t->alloc_height = 0;
  		t->alloc_width = 0;
  		t->width = 0;
  		t->height = 0;
  		t->active = false;
  		texture_owner.free(rt->external.texture);
  		memdelete(t);
  
  		rt->external.fbo = 0;
  		rt->external.color = 0;
  		rt->external.depth = 0;
  	}
  
  	Texture *tex = texture_owner.get(rt->texture);
  	tex->alloc_height = 0;
  	tex->alloc_width = 0;
  	tex->width = 0;
  	tex->height = 0;
  	tex->active = false;
  
  	for (int i = 0; i < 2; i++) {
  		if (rt->effects.mip_maps[i].color) {
  			for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) {
  				glDeleteFramebuffers(1, &rt->effects.mip_maps[i].sizes[j].fbo);
  			}
  
  			glDeleteTextures(1, &rt->effects.mip_maps[i].color);
  			rt->effects.mip_maps[i].sizes.clear();
  			rt->effects.mip_maps[i].levels = 0;
  			rt->effects.mip_maps[i].color = 0;
  		}
  	}
  
  	/*
  	if (rt->effects.screen_space_depth) {
  		glDeleteTextures(1,&rt->effects.screen_space_depth);
  		rt->effects.screen_space_depth=0;
  
  	}
  */
  }
  
  void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
  	if (rt->width <= 0 || rt->height <= 0) {
  		return;
  	}
  
  	GLuint color_internal_format;
  	GLuint color_format;
  	GLuint color_type;
  	Image::Format image_format;
  
  	bool hdr = rt->flags[RENDER_TARGET_HDR] && config.framebuffer_half_float_supported;
  	//hdr = false;
  
  	if (!hdr || rt->flags[RENDER_TARGET_NO_3D]) {
  		if (rt->flags[RENDER_TARGET_NO_3D_EFFECTS] && !rt->flags[RENDER_TARGET_TRANSPARENT]) {
  			//if this is not used, linear colorspace looks pretty bad
  			//this is the default mode used for mobile
  			color_internal_format = GL_RGB10_A2;
  			color_format = GL_RGBA;
  			color_type = GL_UNSIGNED_INT_2_10_10_10_REV;
  			image_format = Image::FORMAT_RGBA8;
  		} else {
  			color_internal_format = GL_RGBA8;
  			color_format = GL_RGBA;
  			color_type = GL_UNSIGNED_BYTE;
  			image_format = Image::FORMAT_RGBA8;
  		}
  	} else {
  		color_internal_format = GL_RGBA16F;
  		color_format = GL_RGBA;
  		color_type = GL_HALF_FLOAT;
  		image_format = Image::FORMAT_RGBAH;
  	}
  
  	{
  		/* FRONT FBO */
  
  		glActiveTexture(GL_TEXTURE0);
  
  		glGenFramebuffers(1, &rt->fbo);
  		glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
  
  		glGenTextures(1, &rt->depth);
  		glBindTexture(GL_TEXTURE_2D, rt->depth);
  		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->width, rt->height, 0,
  				GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
  
  		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);
  
  		if (rt->external.depth == 0) {
  			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  					GL_TEXTURE_2D, rt->depth, 0);
  		} else {
  			// Use our external depth texture instead.
  			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  					GL_TEXTURE_2D, rt->external.depth, 0);
  		}
  
  		glGenTextures(1, &rt->color);
  		glBindTexture(GL_TEXTURE_2D, rt->color);
  
  		glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, nullptr);
  
  		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);
  		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
  
  		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  		glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  
  		if (status != GL_FRAMEBUFFER_COMPLETE) {
  			printf("framebuffer fail, status: %x\n", status);
  		}
  
  		ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
  
  		Texture *tex = texture_owner.get(rt->texture);
  		tex->format = image_format;
  		tex->gl_format_cache = color_format;
  		tex->gl_type_cache = color_type;
  		tex->gl_internal_format_cache = color_internal_format;
  		tex->tex_id = rt->color;
  		tex->width = rt->width;
  		tex->alloc_width = rt->width;
  		tex->height = rt->height;
  		tex->alloc_height = rt->height;
  		tex->active = true;
  
  		texture_set_flags(rt->texture, tex->flags);
  	}
  
  	/* BACK FBO */
  
  	if (!rt->flags[RENDER_TARGET_NO_3D] && (!rt->flags[RENDER_TARGET_NO_3D_EFFECTS] || rt->msaa != VS::VIEWPORT_MSAA_DISABLED)) {
  		rt->buffers.active = true;
  
  		static const int msaa_value[] = { 0, 2, 4, 8, 16, 4, 16 }; // MSAA_EXT_nX is a GLES2 temporary hack ignored in GLES3 for now...
  		int msaa = msaa_value[rt->msaa];
  
  		int max_samples = 0;
  		glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
  		if (msaa > max_samples) {
  			WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples));
  			msaa = max_samples;
  		}
  
  		//regular fbo
  		glGenFramebuffers(1, &rt->buffers.fbo);
  		glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.fbo);
  
  		glGenRenderbuffers(1, &rt->buffers.depth);
  		glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.depth);
  		if (msaa == 0) {
  			glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, rt->width, rt->height);
  		} else {
  			glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH_COMPONENT24, rt->width, rt->height);
  		}
  
  		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->buffers.depth);
  
  		glGenRenderbuffers(1, &rt->buffers.diffuse);
  		glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.diffuse);
  
  		if (msaa == 0) {
  			glRenderbufferStorage(GL_RENDERBUFFER, color_internal_format, rt->width, rt->height);
  		} else {
  			glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
  		}
  
  		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->buffers.diffuse);
  
  		if (!rt->flags[RENDER_TARGET_NO_3D_EFFECTS]) {
  			rt->buffers.effects_active = true;
  			glGenRenderbuffers(1, &rt->buffers.specular);
  			glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.specular);
  
  			if (msaa == 0) {
  				glRenderbufferStorage(GL_RENDERBUFFER, color_internal_format, rt->width, rt->height);
  			} else {
  				glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
  			}
  
  			glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rt->buffers.specular);
  
  			glGenRenderbuffers(1, &rt->buffers.normal_rough);
  			glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.normal_rough);
  
  			if (msaa == 0) {
  				glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, rt->width, rt->height);
  			} else {
  				glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_RGBA8, rt->width, rt->height);
  			}
  
  			glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, rt->buffers.normal_rough);
  
  			glGenRenderbuffers(1, &rt->buffers.sss);
  			glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.sss);
  
  			if (msaa == 0) {
  				glRenderbufferStorage(GL_RENDERBUFFER, GL_R8, rt->width, rt->height);
  			} else {
  				glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_R8, rt->width, rt->height);
  			}
  
  			glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_RENDERBUFFER, rt->buffers.sss);
  
  			GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  			glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  
  			if (status != GL_FRAMEBUFFER_COMPLETE) {
  				printf("err status: %x\n", status);
  				_render_target_clear(rt);
  				ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
  			}
  
  			glBindRenderbuffer(GL_RENDERBUFFER, 0);
  
  			// effect resolver
  
  			glGenFramebuffers(1, &rt->buffers.effect_fbo);
  			glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.effect_fbo);
  
  			glGenTextures(1, &rt->buffers.effect);
  			glBindTexture(GL_TEXTURE_2D, rt->buffers.effect);
  			glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0,
  					color_format, color_type, nullptr);
  			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);
  			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  					GL_TEXTURE_2D, rt->buffers.effect, 0);
  
  			status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  			glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  
  			if (status != GL_FRAMEBUFFER_COMPLETE) {
  				printf("err status: %x\n", status);
  				_render_target_clear(rt);
  				ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
  			}
  
  			///////////////// ssao
  
  			//AO strength textures
  			for (int i = 0; i < 2; i++) {
  				glGenFramebuffers(1, &rt->effects.ssao.blur_fbo[i]);
  				glBindFramebuffer(GL_FRAMEBUFFER, rt->effects.ssao.blur_fbo[i]);
  				glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  						GL_TEXTURE_2D, rt->depth, 0);
  
  				glGenTextures(1, &rt->effects.ssao.blur_red[i]);
  				glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.blur_red[i]);
  
  				glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, rt->width, rt->height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
  				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);
  
  				glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.blur_red[i], 0);
  
  				status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  				if (status != GL_FRAMEBUFFER_COMPLETE) {
  					_render_target_clear(rt);
  					ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
  				}
  			}
  			//5 mip levels for depth texture, but base is read separately
  
  			glGenTextures(1, &rt->effects.ssao.linear_depth);
  			glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.linear_depth);
  
  			int ssao_w = rt->width / 2;
  			int ssao_h = rt->height / 2;
  
  			for (int i = 0; i < 4; i++) { //5, but 4 mips, base is read directly to save bw
  
  				glTexImage2D(GL_TEXTURE_2D, i, GL_R16UI, ssao_w, ssao_h, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, nullptr);
  				ssao_w >>= 1;
  				ssao_h >>= 1;
  			}
  
  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_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);
  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3);
  
  			for (int i = 0; i < 4; i++) { //5, but 4 mips, base is read directly to save bw
  
  				GLuint fbo;
  				glGenFramebuffers(1, &fbo);
  				glBindFramebuffer(GL_FRAMEBUFFER, fbo);
  				glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.linear_depth, i);
  				rt->effects.ssao.depth_mipmap_fbos.push_back(fbo);
  			}
  
  			//////Exposure
  
  			glGenFramebuffers(1, &rt->exposure.fbo);
  			glBindFramebuffer(GL_FRAMEBUFFER, rt->exposure.fbo);
  
  			glGenTextures(1, &rt->exposure.color);
  			glBindTexture(GL_TEXTURE_2D, rt->exposure.color);
  			if (config.framebuffer_float_supported) {
  				glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, nullptr);
  			} else if (config.framebuffer_half_float_supported) {
  				glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, 1, 1, 0, GL_RED, GL_HALF_FLOAT, nullptr);
  			} else {
  				glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, nullptr);
  			}
  
  			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0);
  
  			status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  			if (status != GL_FRAMEBUFFER_COMPLETE) {
  				_render_target_clear(rt);
  				ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
  			}
  		} else {
  			rt->buffers.effects_active = false;
  		}
  	} else {
  		rt->buffers.active = false;
  		rt->buffers.effects_active = true;
  	}
  
  	if (!rt->flags[RENDER_TARGET_NO_SAMPLING] && rt->width >= 2 && rt->height >= 2) {
  		for (int i = 0; i < 2; i++) {
  			ERR_FAIL_COND(rt->effects.mip_maps[i].sizes.size());
  			int w = rt->width;
  			int h = rt->height;
  
  			if (i > 0) {
  				w >>= 1;
  				h >>= 1;
  			}
  
  			glGenTextures(1, &rt->effects.mip_maps[i].color);
  			glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[i].color);
  
  			int level = 0;
  			int fb_w = w;
  			int fb_h = h;
  
  			while (true) {
  				RenderTarget::Effects::MipMaps::Size mm;
  				mm.width = w;
  				mm.height = h;
  				rt->effects.mip_maps[i].sizes.push_back(mm);
  
  				w >>= 1;
  				h >>= 1;
  
  				if (w < 2 || h < 2) {
  					break;
  				}
  
  				level++;
  			}
  
  			glTexStorage2DCustom(GL_TEXTURE_2D, level + 1, color_internal_format, fb_w, fb_h, color_format, color_type);
  
  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
  			glDisable(GL_SCISSOR_TEST);
  			glColorMask(1, 1, 1, 1);
  			if (!rt->buffers.active) {
  				glDepthMask(GL_TRUE);
  			}
  
  			for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) {
  				RenderTarget::Effects::MipMaps::Size &mm = rt->effects.mip_maps[i].sizes.write[j];
  
  				glGenFramebuffers(1, &mm.fbo);
  				glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo);
  				glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.mip_maps[i].color, j);
  				bool used_depth = false;
  				if (j == 0 && i == 0) { //use always
  					glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
  					used_depth = true;
  				}
  
  				GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  				if (status != GL_FRAMEBUFFER_COMPLETE) {
  					_render_target_clear(rt);
  					ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
  				}
  
  				float zero[4] = { 1, 0, 1, 0 };
  				glViewport(0, 0, rt->effects.mip_maps[i].sizes[j].width, rt->effects.mip_maps[i].sizes[j].height);
  				glClearBufferfv(GL_COLOR, 0, zero);
  				if (used_depth) {
  					glClearDepth(1.0);
  					glClear(GL_DEPTH_BUFFER_BIT);
  				}
  			}
  
  			glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  			rt->effects.mip_maps[i].levels = level;
  
  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  			//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);
  		}
  	}
  }
  
  RID RasterizerStorageGLES3::render_target_create() {
  	RenderTarget *rt = memnew(RenderTarget);
  
  	Texture *t = memnew(Texture);
  
  	t->type = VS::TEXTURE_TYPE_2D;
  	t->flags = 0;
  	t->width = 0;
  	t->height = 0;
  	t->alloc_height = 0;
  	t->alloc_width = 0;
  	t->format = Image::FORMAT_R8;
  	t->target = GL_TEXTURE_2D;
  	t->gl_format_cache = 0;
  	t->gl_internal_format_cache = 0;
  	t->gl_type_cache = 0;
  	t->data_size = 0;
  	t->compressed = false;
  	t->srgb = false;
  	t->total_data_size = 0;
  	t->ignore_mipmaps = false;
  	t->mipmaps = 1;
  	t->active = true;
  	t->tex_id = 0;
  	t->render_target = rt;
  
  	rt->texture = texture_owner.make_rid(t);
  
  	return render_target_owner.make_rid(rt);
  }
  
  void RasterizerStorageGLES3::render_target_set_position(RID p_render_target, int p_x, int p_y) {
  	//only used in GLES2
  }
  
  void RasterizerStorageGLES3::render_target_set_size(RID p_render_target, int p_width, int p_height) {
  	RenderTarget *rt = render_target_owner.getornull(p_render_target);
  	ERR_FAIL_COND(!rt);
  
  	if (rt->width == p_width && rt->height == p_height) {
  		return;
  	}
  
  	_render_target_clear(rt);
  	rt->width = p_width;
  	rt->height = p_height;
  	_render_target_allocate(rt);
  }
  
  RID RasterizerStorageGLES3::render_target_get_texture(RID p_render_target) const {
  	RenderTarget *rt = render_target_owner.getornull(p_render_target);
  	ERR_FAIL_COND_V(!rt, RID());
  
  	if (rt->external.fbo == 0) {
  		return rt->texture;
  	} else {
  		return rt->external.texture;
  	}
  }
  
  uint32_t RasterizerStorageGLES3::render_target_get_depth_texture_id(RID p_render_target) const {
  	RenderTarget *rt = render_target_owner.getornull(p_render_target);
  	ERR_FAIL_COND_V(!rt, 0);
  
  	if (rt->external.depth == 0) {
  		return rt->depth;
  	} else {
  		return rt->external.depth;
  	}
  }
  
  void RasterizerStorageGLES3::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id, unsigned int p_depth_id) {
  	RenderTarget *rt = render_target_owner.getornull(p_render_target);
  	ERR_FAIL_COND(!rt);
  
  	if (p_texture_id == 0) {
  		if (rt->external.fbo != 0) {
  			// return to our original depth buffer
  			if (rt->external.depth != 0 && rt->fbo != 0) {
  				glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
  				glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
  				glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  			}
  
  			// free this
  			glDeleteFramebuffers(1, &rt->external.fbo);
  
  			// clean up our texture
  			Texture *t = texture_owner.get(rt->external.texture);
  			t->alloc_height = 0;
  			t->alloc_width = 0;
  			t->width = 0;
  			t->height = 0;
  			t->active = false;
  			texture_owner.free(rt->external.texture);
  			memdelete(t);
  
  			rt->external.fbo = 0;
  			rt->external.color = 0;
  			rt->external.depth = 0;
  		}
  	} else {
  		Texture *t;
  
  		if (rt->external.fbo == 0) {
  			// create our fbo
  			glGenFramebuffers(1, &rt->external.fbo);
  			glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
  
  			// allocate a texture
  			t = memnew(Texture);
  
  			t->type = VS::TEXTURE_TYPE_2D;
  			t->flags = 0;
  			t->width = 0;
  			t->height = 0;
  			t->alloc_height = 0;
  			t->alloc_width = 0;
  			t->format = Image::FORMAT_RGBA8;
  			t->target = GL_TEXTURE_2D;
  			t->gl_format_cache = 0;
  			t->gl_internal_format_cache = 0;
  			t->gl_type_cache = 0;
  			t->data_size = 0;
  			t->compressed = false;
  			t->srgb = false;
  			t->total_data_size = 0;
  			t->ignore_mipmaps = false;
  			t->mipmaps = 1;
  			t->active = true;
  			t->tex_id = 0;
  			t->render_target = rt;
  
  			rt->external.texture = texture_owner.make_rid(t);
  		} else {
  			// bind our frame buffer
  			glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
  
  			// find our texture
  			t = texture_owner.get(rt->external.texture);
  		}
  
  		// set our texture
  		t->tex_id = p_texture_id;
  		rt->external.color = p_texture_id;
  
  		// size shouldn't be different
  		t->width = rt->width;
  		t->height = rt->height;
  		t->alloc_height = rt->width;
  		t->alloc_width = rt->height;
  
  		// is there a point to setting the internal formats? we don't know them..
  
  		// set our texture as the destination for our framebuffer
  		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
  
  		// check status
  		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  		if (status != GL_FRAMEBUFFER_COMPLETE) {
  			printf("framebuffer fail, status: %x\n", status);
  		}
  
  		// Copy our depth texture id,
  		// if it's 0 then we don't use it,
  		// else we use it instead of our normal depth buffer
  		rt->external.depth = p_depth_id;
  
  		if (rt->external.depth != 0 && rt->fbo != 0) {
  			// Use our external depth texture instead.
  			glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
  			glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->external.depth, 0);
  
  			// check status
  			GLenum status2 = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  			if (status2 != GL_FRAMEBUFFER_COMPLETE) {
  				printf("framebuffer fail, status: %x\n", status2);
  			}
  		}
  
  		// and unbind
  		glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  
  		ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
  	}
  }
  
  void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
  	RenderTarget *rt = render_target_owner.getornull(p_render_target);
  	ERR_FAIL_COND(!rt);
  
  	rt->flags[p_flag] = p_value;
  
  	switch (p_flag) {
  		case RENDER_TARGET_HDR:
  		case RENDER_TARGET_NO_3D:
  		case RENDER_TARGET_NO_SAMPLING:
  		case RENDER_TARGET_NO_3D_EFFECTS: {
  			//must reset for these formats
  			_render_target_clear(rt);
  			_render_target_allocate(rt);
  
  		} break;
  		default: {
  		}
  	}
  }
  bool RasterizerStorageGLES3::render_target_was_used(RID p_render_target) {
  	RenderTarget *rt = render_target_owner.getornull(p_render_target);
  	ERR_FAIL_COND_V(!rt, false);
  
  	return rt->used_in_frame;
  }
  
  void RasterizerStorageGLES3::render_target_clear_used(RID p_render_target) {
  	RenderTarget *rt = render_target_owner.getornull(p_render_target);
  	ERR_FAIL_COND(!rt);
  
  	rt->used_in_frame = false;
  }
  
  void RasterizerStorageGLES3::render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) {
  	RenderTarget *rt = render_target_owner.getornull(p_render_target);
  	ERR_FAIL_COND(!rt);
  
  	if (rt->msaa == p_msaa) {
  		return;
  	}
  
  	_render_target_clear(rt);
  	rt->msaa = p_msaa;
  	_render_target_allocate(rt);
  }
  
  void RasterizerStorageGLES3::render_target_set_use_fxaa(RID p_render_target, bool p_fxaa) {
  	RenderTarget *rt = render_target_owner.getornull(p_render_target);
  	ERR_FAIL_COND(!rt);
  
  	rt->use_fxaa = p_fxaa;
  }
  
  void RasterizerStorageGLES3::render_target_set_use_debanding(RID p_render_target, bool p_debanding) {
  	RenderTarget *rt = render_target_owner.getornull(p_render_target);
  	ERR_FAIL_COND(!rt);
  
  	rt->use_debanding = p_debanding;
  }
  
  void RasterizerStorageGLES3::render_target_set_sharpen_intensity(RID p_render_target, float p_intensity) {
  	RenderTarget *rt = render_target_owner.getornull(p_render_target);
  	ERR_FAIL_COND(!rt);
  
  	rt->sharpen_intensity = p_intensity;
  }
  
  /* CANVAS SHADOW */
  
  RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) {
  	CanvasLightShadow *cls = memnew(CanvasLightShadow);
  	if (p_width > config.max_texture_size) {
  		p_width = config.max_texture_size;
  	}
  
  	cls->size = p_width;
  	cls->height = 16;
  
  	glActiveTexture(GL_TEXTURE0);
  
  	glGenFramebuffers(1, &cls->fbo);
  	glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  
  	glGenRenderbuffers(1, &cls->depth);
  	glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
  	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, cls->size, cls->height);
  	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
  	glBindRenderbuffer(GL_RENDERBUFFER, 0);
  
  	glGenTextures(1, &cls->distance);
  	glBindTexture(GL_TEXTURE_2D, cls->distance);
  	if (config.use_rgba_2d_shadows) {
  		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
  	} else {
  		glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, nullptr);
  	}
  
  	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);
  	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->distance, 0);
  
  	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  	//printf("errnum: %x\n",status);
  	glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  
  	if (status != GL_FRAMEBUFFER_COMPLETE) {
  		memdelete(cls);
  		ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID());
  	}
  
  	return canvas_light_shadow_owner.make_rid(cls);
  }
  
  /* LIGHT SHADOW MAPPING */
  
  RID RasterizerStorageGLES3::canvas_light_occluder_create() {
  	CanvasOccluder *co = memnew(CanvasOccluder);
  	co->index_id = 0;
  	co->vertex_id = 0;
  	co->len = 0;
  	glGenVertexArrays(1, &co->array_id);
  
  	return canvas_occluder_owner.make_rid(co);
  }
  
  void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines) {
  	CanvasOccluder *co = canvas_occluder_owner.get(p_occluder);
  	ERR_FAIL_COND(!co);
  
  	co->lines = p_lines;
  
  	if (p_lines.size() != co->len) {
  		if (co->index_id) {
  			glDeleteBuffers(1, &co->index_id);
  		}
  		if (co->vertex_id) {
  			glDeleteBuffers(1, &co->vertex_id);
  		}
  
  		co->index_id = 0;
  		co->vertex_id = 0;
  		co->len = 0;
  	}
  
  	if (p_lines.size()) {
  		PoolVector<float> geometry;
  		PoolVector<uint16_t> indices;
  		int lc = p_lines.size();
  
  		geometry.resize(lc * 6);
  		indices.resize(lc * 3);
  
  		PoolVector<float>::Write vw = geometry.write();
  		PoolVector<uint16_t>::Write iw = indices.write();
  
  		PoolVector<Vector2>::Read lr = p_lines.read();
  
  		const int POLY_HEIGHT = 16384;
  
  		for (int i = 0; i < lc / 2; i++) {
  			vw[i * 12 + 0] = lr[i * 2 + 0].x;
  			vw[i * 12 + 1] = lr[i * 2 + 0].y;
  			vw[i * 12 + 2] = POLY_HEIGHT;
  
  			vw[i * 12 + 3] = lr[i * 2 + 1].x;
  			vw[i * 12 + 4] = lr[i * 2 + 1].y;
  			vw[i * 12 + 5] = POLY_HEIGHT;
  
  			vw[i * 12 + 6] = lr[i * 2 + 1].x;
  			vw[i * 12 + 7] = lr[i * 2 + 1].y;
  			vw[i * 12 + 8] = -POLY_HEIGHT;
  
  			vw[i * 12 + 9] = lr[i * 2 + 0].x;
  			vw[i * 12 + 10] = lr[i * 2 + 0].y;
  			vw[i * 12 + 11] = -POLY_HEIGHT;
  
  			iw[i * 6 + 0] = i * 4 + 0;
  			iw[i * 6 + 1] = i * 4 + 1;
  			iw[i * 6 + 2] = i * 4 + 2;
  
  			iw[i * 6 + 3] = i * 4 + 2;
  			iw[i * 6 + 4] = i * 4 + 3;
  			iw[i * 6 + 5] = i * 4 + 0;
  		}
  
  		//if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
  
  		if (!co->vertex_id) {
  			glGenBuffers(1, &co->vertex_id);
  			glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
  			glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_STATIC_DRAW);
  		} else {
  			glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
  			glBufferSubData(GL_ARRAY_BUFFER, 0, lc * 6 * sizeof(real_t), vw.ptr());
  		}
  
  		glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  
  		if (!co->index_id) {
  			glGenBuffers(1, &co->index_id);
  			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
  			glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_DYNAMIC_DRAW);
  		} else {
  			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
  			glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, lc * 3 * sizeof(uint16_t), iw.ptr());
  		}
  
  		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
  
  		co->len = lc;
  		glBindVertexArray(co->array_id);
  		glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
  		glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  		glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, nullptr);
  		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
  		glBindVertexArray(0);
  	}
  }
  
  VS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const {
  	if (mesh_owner.owns(p_rid)) {
  		return VS::INSTANCE_MESH;
  	}
  
  	if (multimesh_owner.owns(p_rid)) {
  		return VS::INSTANCE_MULTIMESH;
  	}
  
  	if (immediate_owner.owns(p_rid)) {
  		return VS::INSTANCE_IMMEDIATE;
  	}
  
  	if (particles_owner.owns(p_rid)) {
  		return VS::INSTANCE_PARTICLES;
  	}
  
  	if (light_owner.owns(p_rid)) {
  		return VS::INSTANCE_LIGHT;
  	}
  
  	if (reflection_probe_owner.owns(p_rid)) {
  		return VS::INSTANCE_REFLECTION_PROBE;
  	}
  
  	if (gi_probe_owner.owns(p_rid)) {
  		return VS::INSTANCE_GI_PROBE;
  	}
  
  	if (lightmap_capture_data_owner.owns(p_rid)) {
  		return VS::INSTANCE_LIGHTMAP_CAPTURE;
  	}
  
  	return VS::INSTANCE_NONE;
  }
  
  bool RasterizerStorageGLES3::free(RID p_rid) {
  	if (render_target_owner.owns(p_rid)) {
  		RenderTarget *rt = render_target_owner.getornull(p_rid);
  		_render_target_clear(rt);
  		Texture *t = texture_owner.get(rt->texture);
  		texture_owner.free(rt->texture);
  		memdelete(t);
  		render_target_owner.free(p_rid);
  		memdelete(rt);
  
  	} else if (texture_owner.owns(p_rid)) {
  		// delete the texture
  		Texture *texture = texture_owner.get(p_rid);
  		ERR_FAIL_COND_V(texture->render_target, true); //can't free the render target texture, dude
  		info.texture_mem -= texture->total_data_size;
  		texture_owner.free(p_rid);
  		memdelete(texture);
  
  	} else if (sky_owner.owns(p_rid)) {
  		// delete the sky
  		Sky *sky = sky_owner.get(p_rid);
  		sky_set_texture(p_rid, RID(), 256);
  		sky_owner.free(p_rid);
  		memdelete(sky);
  
  	} else if (shader_owner.owns(p_rid)) {
  		// delete the texture
  		Shader *shader = shader_owner.get(p_rid);
  
  		if (shader->shader && shader->custom_code_id) {
  			shader->shader->free_custom_shader(shader->custom_code_id);
  		}
  
  		if (shader->dirty_list.in_list()) {
  			_shader_dirty_list.remove(&shader->dirty_list);
  		}
  
  		while (shader->materials.first()) {
  			Material *mat = shader->materials.first()->self();
  
  			mat->shader = nullptr;
  			_material_make_dirty(mat);
  
  			shader->materials.remove(shader->materials.first());
  		}
  
  		//material_shader.free_custom_shader(shader->custom_code_id);
  		shader_owner.free(p_rid);
  		memdelete(shader);
  
  	} else if (material_owner.owns(p_rid)) {
  		// delete the texture
  		Material *material = material_owner.get(p_rid);
  
  		if (material->shader) {
  			material->shader->materials.remove(&material->list);
  		}
  
  		if (material->ubo_id) {
  			glDeleteBuffers(1, &material->ubo_id);
  		}
  
  		//remove from owners
  		for (Map<Geometry *, int>::Element *E = material->geometry_owners.front(); E; E = E->next()) {
  			Geometry *g = E->key();
  			g->material = RID();
  		}
  		for (Map<RasterizerScene::InstanceBase *, int>::Element *E = material->instance_owners.front(); E; E = E->next()) {
  			RasterizerScene::InstanceBase *ins = E->key();
  			if (ins->material_override == p_rid) {
  				ins->material_override = RID();
  			}
  
  			for (int i = 0; i < ins->materials.size(); i++) {
  				if (ins->materials[i] == p_rid) {
  					ins->materials.write[i] = RID();
  				}
  			}
  		}
  
  		material_owner.free(p_rid);
  		memdelete(material);
  
  	} else if (skeleton_owner.owns(p_rid)) {
  		// delete the texture
  		Skeleton *skeleton = skeleton_owner.get(p_rid);
  		if (skeleton->update_list.in_list()) {
  			skeleton_update_list.remove(&skeleton->update_list);
  		}
  
  		for (Set<RasterizerScene::InstanceBase *>::Element *E = skeleton->instances.front(); E; E = E->next()) {
  			E->get()->skeleton = RID();
  		}
  
  		skeleton_allocate(p_rid, 0, false);
  
  		glDeleteTextures(1, &skeleton->texture);
  		skeleton_owner.free(p_rid);
  		memdelete(skeleton);
  
  	} else if (mesh_owner.owns(p_rid)) {
  		// delete the texture
  		Mesh *mesh = mesh_owner.get(p_rid);
  		mesh->instance_remove_deps();
  		mesh_clear(p_rid);
  
  		while (mesh->multimeshes.first()) {
  			MultiMesh *multimesh = mesh->multimeshes.first()->self();
  			multimesh->mesh = RID();
  			multimesh->dirty_aabb = true;
  			mesh->multimeshes.remove(mesh->multimeshes.first());
  
  			if (!multimesh->update_list.in_list()) {
  				multimesh_update_list.add(&multimesh->update_list);
  			}
  		}
  
  		mesh_owner.free(p_rid);
  		memdelete(mesh);
  
  	} else if (multimesh_owner.owns(p_rid)) {
  		// delete the texture
  		MultiMesh *multimesh = multimesh_owner.get(p_rid);
  		multimesh->instance_remove_deps();
  
  		if (multimesh->mesh.is_valid()) {
  			Mesh *mesh = mesh_owner.getornull(multimesh->mesh);
  			if (mesh) {
  				mesh->multimeshes.remove(&multimesh->mesh_list);
  			}
  		}
  
  		multimesh_allocate(p_rid, 0, VS::MULTIMESH_TRANSFORM_2D, VS::MULTIMESH_COLOR_NONE); //frees multimesh
  		update_dirty_multimeshes();
  
  		multimesh_owner.free(p_rid);
  		memdelete(multimesh);
  	} else if (immediate_owner.owns(p_rid)) {
  		Immediate *immediate = immediate_owner.get(p_rid);
  		immediate->instance_remove_deps();
  
  		immediate_owner.free(p_rid);
  		memdelete(immediate);
  	} else if (light_owner.owns(p_rid)) {
  		// delete the texture
  		Light *light = light_owner.get(p_rid);
  		light->instance_remove_deps();
  
  		light_owner.free(p_rid);
  		memdelete(light);
  
  	} else if (reflection_probe_owner.owns(p_rid)) {
  		// delete the texture
  		ReflectionProbe *reflection_probe = reflection_probe_owner.get(p_rid);
  		reflection_probe->instance_remove_deps();
  
  		reflection_probe_owner.free(p_rid);
  		memdelete(reflection_probe);
  
  	} else if (gi_probe_owner.owns(p_rid)) {
  		// delete the texture
  		GIProbe *gi_probe = gi_probe_owner.get(p_rid);
  		gi_probe->instance_remove_deps();
  
  		gi_probe_owner.free(p_rid);
  		memdelete(gi_probe);
  	} else if (gi_probe_data_owner.owns(p_rid)) {
  		// delete the texture
  		GIProbeData *gi_probe_data = gi_probe_data_owner.get(p_rid);
  
  		glDeleteTextures(1, &gi_probe_data->tex_id);
  		gi_probe_data_owner.free(p_rid);
  		memdelete(gi_probe_data);
  	} else if (lightmap_capture_data_owner.owns(p_rid)) {
  		// delete the texture
  		LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get(p_rid);
  		lightmap_capture->instance_remove_deps();
  
  		lightmap_capture_data_owner.free(p_rid);
  		memdelete(lightmap_capture);
  
  	} else if (canvas_occluder_owner.owns(p_rid)) {
  		CanvasOccluder *co = canvas_occluder_owner.get(p_rid);
  		if (co->index_id) {
  			glDeleteBuffers(1, &co->index_id);
  		}
  		if (co->vertex_id) {
  			glDeleteBuffers(1, &co->vertex_id);
  		}
  
  		glDeleteVertexArrays(1, &co->array_id);
  
  		canvas_occluder_owner.free(p_rid);
  		memdelete(co);
  
  	} else if (canvas_light_shadow_owner.owns(p_rid)) {
  		CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid);
  		glDeleteFramebuffers(1, &cls->fbo);
  		glDeleteRenderbuffers(1, &cls->depth);
  		glDeleteTextures(1, &cls->distance);
  		canvas_light_shadow_owner.free(p_rid);
  		memdelete(cls);
  	} else if (particles_owner.owns(p_rid)) {
  		Particles *particles = particles_owner.get(p_rid);
  		particles->instance_remove_deps();
  		particles_owner.free(p_rid);
  		memdelete(particles);
  	} else {
  		return false;
  	}
  
  	return true;
  }
  
  bool RasterizerStorageGLES3::has_os_feature(const String &p_feature) const {
  	if (p_feature == "bptc") {
  		return config.bptc_supported;
  	}
  
  	if (p_feature == "s3tc") {
  		return config.s3tc_supported;
  	}
  
  	if (p_feature == "etc") {
  		return config.etc_supported;
  	}
  
  	if (p_feature == "etc2") {
  		return config.etc2_supported;
  	}
  
  	if (p_feature == "pvrtc") {
  		return config.pvrtc_supported;
  	}
  
  	return false;
  }
  
  ////////////////////////////////////////////
  
  void RasterizerStorageGLES3::set_debug_generate_wireframes(bool p_generate) {
  	config.generate_wireframes = p_generate;
  }
  
  void RasterizerStorageGLES3::render_info_begin_capture() {
  	info.snap = info.render;
  }
  
  void RasterizerStorageGLES3::render_info_end_capture() {
  	info.snap.object_count = info.render.object_count - info.snap.object_count;
  	info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count;
  	info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count;
  	info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count;
  	info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count;
  	info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count;
  	info.snap._2d_item_count = info.render._2d_item_count - info.snap._2d_item_count;
  	info.snap._2d_draw_call_count = info.render._2d_draw_call_count - info.snap._2d_draw_call_count;
  }
  
  int RasterizerStorageGLES3::get_captured_render_info(VS::RenderInfo p_info) {
  	switch (p_info) {
  		case VS::INFO_OBJECTS_IN_FRAME: {
  			return info.snap.object_count;
  		} break;
  		case VS::INFO_VERTICES_IN_FRAME: {
  			return info.snap.vertices_count;
  		} break;
  		case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
  			return info.snap.material_switch_count;
  		} break;
  		case VS::INFO_SHADER_CHANGES_IN_FRAME: {
  			return info.snap.shader_rebind_count;
  		} break;
  		case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
  			return info.snap.surface_switch_count;
  		} break;
  		case VS::INFO_DRAW_CALLS_IN_FRAME: {
  			return info.snap.draw_call_count;
  		} break;
  		case VS::INFO_2D_ITEMS_IN_FRAME: {
  			return info.snap._2d_item_count;
  		} break;
  		case VS::INFO_2D_DRAW_CALLS_IN_FRAME: {
  			return info.snap._2d_draw_call_count;
  		} break;
  		default: {
  			return get_render_info(p_info);
  		}
  	}
  }
  
  uint64_t RasterizerStorageGLES3::get_render_info(VS::RenderInfo p_info) {
  	switch (p_info) {
  		case VS::INFO_OBJECTS_IN_FRAME:
  			return info.render_final.object_count;
  		case VS::INFO_VERTICES_IN_FRAME:
  			return info.render_final.vertices_count;
  		case VS::INFO_MATERIAL_CHANGES_IN_FRAME:
  			return info.render_final.material_switch_count;
  		case VS::INFO_SHADER_CHANGES_IN_FRAME:
  			return info.render_final.shader_rebind_count;
  		case VS::INFO_SURFACE_CHANGES_IN_FRAME:
  			return info.render_final.surface_switch_count;
  		case VS::INFO_DRAW_CALLS_IN_FRAME:
  			return info.render_final.draw_call_count;
  		case VS::INFO_2D_ITEMS_IN_FRAME:
  			return info.render_final._2d_item_count;
  		case VS::INFO_2D_DRAW_CALLS_IN_FRAME:
  			return info.render_final._2d_draw_call_count;
  		case VS::INFO_USAGE_VIDEO_MEM_TOTAL:
  			return 0; //no idea
  		case VS::INFO_VIDEO_MEM_USED:
  			return info.vertex_mem + info.texture_mem;
  		case VS::INFO_TEXTURE_MEM_USED:
  			return info.texture_mem;
  		case VS::INFO_VERTEX_MEM_USED:
  			return info.vertex_mem;
  		default:
  			return 0; //no idea either
  	}
  }
  
  String RasterizerStorageGLES3::get_video_adapter_name() const {
  	return (const char *)glGetString(GL_RENDERER);
  }
  
  String RasterizerStorageGLES3::get_video_adapter_vendor() const {
  	return (const char *)glGetString(GL_VENDOR);
  }
  
  void RasterizerStorageGLES3::initialize() {
  	RasterizerStorageGLES3::system_fbo = 0;
  
  	//// extensions config
  	///
  
  	{
  		int max_extensions = 0;
  		glGetIntegerv(GL_NUM_EXTENSIONS, &max_extensions);
  		for (int i = 0; i < max_extensions; i++) {
  			const GLubyte *s = glGetStringi(GL_EXTENSIONS, i);
  			if (!s) {
  				break;
  			}
  			config.extensions.insert((const char *)s);
  		}
  	}
  
  	config.shrink_textures_x2 = false;
  	config.use_fast_texture_filter = int(ProjectSettings::get_singleton()->get("rendering/quality/filters/use_nearest_mipmap_filter"));
  	config.use_anisotropic_filter = config.extensions.has("rendering/quality/filters/anisotropic_filter_level");
  	config.use_tess_filter = config.extensions.has("rendering/quality/filters/tess_level");
  
  	config.etc_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
  	config.latc_supported = config.extensions.has("GL_EXT_texture_compression_latc");
  	config.bptc_supported = config.extensions.has("GL_ARB_texture_compression_bptc");
  #ifdef GLES_OVER_GL
  	config.etc2_supported = false;
  	config.s3tc_supported = true;
  	config.rgtc_supported = true; //RGTC - core since OpenGL version 3.0
  	config.texture_float_linear_supported = true;
  	config.framebuffer_float_supported = true;
  	config.framebuffer_half_float_supported = true;
  
  #else
  	config.etc2_supported = true;
  	config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_dxt1") || config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc");
  	config.rgtc_supported = config.extensions.has("GL_EXT_texture_compression_rgtc") || config.extensions.has("GL_ARB_texture_compression_rgtc") || config.extensions.has("EXT_texture_compression_rgtc");
  	config.texture_float_linear_supported = config.extensions.has("GL_OES_texture_float_linear");
  	config.framebuffer_float_supported = config.extensions.has("GL_EXT_color_buffer_float");
  	config.framebuffer_half_float_supported = config.extensions.has("GL_EXT_color_buffer_half_float") || config.framebuffer_float_supported;
  
  #endif
  
  	// not yet detected on GLES3 (is this mandated?)
  	config.support_npot_repeat_mipmap = true;
  
  	config.pvrtc_supported = config.extensions.has("GL_IMG_texture_compression_pvrtc");
  	config.srgb_decode_supported = config.extensions.has("GL_EXT_texture_sRGB_decode");
  
  	config.use_tess_filter = 60.0;
  	config.anisotropic_level = 1.0;
  	config.use_anisotropic_filter = config.extensions.has("GL_EXT_texture_filter_anisotropic");
  	if (config.use_anisotropic_filter) {
  		glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &config.anisotropic_level);
  		config.anisotropic_level = MIN(int(ProjectSettings::get_singleton()->get("rendering/quality/filters/anisotropic_filter_level")), config.anisotropic_level);
  	}
  	config.use_tess_filter = config.extensions.has("GL_ARB_tessellation_shader");
  	if (config.use_tess_filter) {
  		glGetFloatv(_GL_MAX_TESS_GEN_LEVEL, &config.tess_level);
  		config.tess_level = MIN(int(ProjectSettings::get_singleton()->get("rendering/quality/filters/tess_level")), config.tess_level);
  	}
  
  
  	frame.clear_request = false;
  
  	shaders.copy.init();
  
  	{
  		//default textures
  
  		glGenTextures(1, &resources.white_tex);
  		unsigned char whitetexdata[8 * 8 * 3];
  		for (int i = 0; i < 8 * 8 * 3; i++) {
  			whitetexdata[i] = 255;
  		}
  
  		glActiveTexture(GL_TEXTURE0);
  		glBindTexture(GL_TEXTURE_2D, resources.white_tex);
  		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
  		glGenerateMipmap(GL_TEXTURE_2D);
  		glBindTexture(GL_TEXTURE_2D, 0);
  
  		glGenTextures(1, &resources.black_tex);
  		unsigned char blacktexdata[8 * 8 * 3];
  		for (int i = 0; i < 8 * 8 * 3; i++) {
  			blacktexdata[i] = 0;
  		}
  
  		glActiveTexture(GL_TEXTURE0);
  		glBindTexture(GL_TEXTURE_2D, resources.black_tex);
  		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, blacktexdata);
  		glGenerateMipmap(GL_TEXTURE_2D);
  		glBindTexture(GL_TEXTURE_2D, 0);
  
  		glGenTextures(1, &resources.normal_tex);
  		unsigned char normaltexdata[8 * 8 * 3];
  		for (int i = 0; i < 8 * 8 * 3; i += 3) {
  			normaltexdata[i + 0] = 128;
  			normaltexdata[i + 1] = 128;
  			normaltexdata[i + 2] = 255;
  		}
  
  		glActiveTexture(GL_TEXTURE0);
  		glBindTexture(GL_TEXTURE_2D, resources.normal_tex);
  		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, normaltexdata);
  		glGenerateMipmap(GL_TEXTURE_2D);
  		glBindTexture(GL_TEXTURE_2D, 0);
  
  		glGenTextures(1, &resources.aniso_tex);
  		unsigned char anisotexdata[8 * 8 * 3];
  		for (int i = 0; i < 8 * 8 * 3; i += 3) {
  			anisotexdata[i + 0] = 255;
  			anisotexdata[i + 1] = 128;
  			anisotexdata[i + 2] = 0;
  		}
  
  		glActiveTexture(GL_TEXTURE0);
  		glBindTexture(GL_TEXTURE_2D, resources.aniso_tex);
  		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, anisotexdata);
  		glGenerateMipmap(GL_TEXTURE_2D);
  		glBindTexture(GL_TEXTURE_2D, 0);
  
  		glGenTextures(1, &resources.white_tex_3d);
  
  		glActiveTexture(GL_TEXTURE0);
  		glBindTexture(GL_TEXTURE_3D, resources.white_tex_3d);
  		glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, 2, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
  
  		glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
  		glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
  
  		glGenTextures(1, &resources.white_tex_array);
  		glActiveTexture(GL_TEXTURE0);
  		glBindTexture(GL_TEXTURE_2D_ARRAY, resources.white_tex_array);
  		glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 8, 8, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
  		glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 8, 8, 1, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
  		glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
  		glBindTexture(GL_TEXTURE_2D, 0);
  	}
  
  	glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units);
  	glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size);
  	glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &config.max_cubemap_texture_size);
  
  	config.use_rgba_2d_shadows = !config.framebuffer_float_supported;
  
  	//generic quadie for copying
  
  	{
  		//quad buffers
  
  		glGenBuffers(1, &resources.quadie);
  		glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
  		{
  			const float qv[16] = {
  				-1,
  				-1,
  				0,
  				0,
  				-1,
  				1,
  				0,
  				1,
  				1,
  				1,
  				1,
  				1,
  				1,
  				-1,
  				1,
  				0,
  			};
  
  			glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
  		}
  
  		glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  
  		glGenVertexArrays(1, &resources.quadie_array);
  		glBindVertexArray(resources.quadie_array);
  		glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
  		glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, nullptr);
  		glEnableVertexAttribArray(0);
  		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
  		glEnableVertexAttribArray(4);
  		glBindVertexArray(0);
  		glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  	}
  
  	//generic quadie for copying without touching sky
  
  	{
  		//transform feedback buffers
  		uint32_t xf_feedback_size = GLOBAL_DEF_RST("rendering/limits/buffers/blend_shape_max_buffer_size_kb", 4096);
  		ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/blend_shape_max_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/blend_shape_max_buffer_size_kb", PROPERTY_HINT_RANGE, "0,8192,1,or_greater"));
  
  		for (int i = 0; i < 2; i++) {
  			glGenBuffers(1, &resources.transform_feedback_buffers[i]);
  			glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[i]);
  			glBufferData(GL_ARRAY_BUFFER, xf_feedback_size * 1024, nullptr, GL_STREAM_DRAW);
  		}
  
  		shaders.blend_shapes.init();
  
  		glGenVertexArrays(1, &resources.transform_feedback_array);
  	}
  
  	shaders.cubemap_filter.init();
  	bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx");
  	shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq);
  	shaders.particles.init();
  
  #ifdef GLES_OVER_GL
  	glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
  #endif
  
  	frame.count = 0;
  	frame.delta = 0;
  	frame.current_rt = nullptr;
  	config.keep_original_textures = false;
  	config.generate_wireframes = false;
  	config.use_texture_array_environment = GLOBAL_GET("rendering/quality/reflections/texture_array_reflections");
  
  	config.force_vertex_shading = GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
  
  	String renderer = (const char *)glGetString(GL_RENDERER);
  
  	GLOBAL_DEF("rendering/quality/lightmapping/use_bicubic_sampling", true);
  	GLOBAL_DEF("rendering/quality/lightmapping/use_bicubic_sampling.mobile", false);
  	config.use_lightmap_filter_bicubic = GLOBAL_GET("rendering/quality/lightmapping/use_bicubic_sampling");
  
  	config.use_depth_prepass = bool(GLOBAL_GET("rendering/quality/depth_prepass/enable"));
  	if (config.use_depth_prepass) {
  		String vendors = GLOBAL_GET("rendering/quality/depth_prepass/disable_for_vendors");
  		Vector<String> vendor_match = vendors.split(",");
  		for (int i = 0; i < vendor_match.size(); i++) {
  			String v = vendor_match[i].strip_edges();
  			if (v == String()) {
  				continue;
  			}
  
  			if (renderer.findn(v) != -1) {
  				config.use_depth_prepass = false;
  			}
  		}
  	}
  
  	int orphan_mode = GLOBAL_GET("rendering/2d/opengl/legacy_orphan_buffers");
  	switch (orphan_mode) {
  		default: {
  			config.should_orphan = true;
  		} break;
  		case 1: {
  			config.should_orphan = false;
  		} break;
  		case 2: {
  			config.should_orphan = true;
  		} break;
  	}
  }
  
  void RasterizerStorageGLES3::finalize() {
  	glDeleteTextures(1, &resources.white_tex);
  	glDeleteTextures(1, &resources.black_tex);
  	glDeleteTextures(1, &resources.normal_tex);
  }
  
  void RasterizerStorageGLES3::update_dirty_resources() {
  	update_dirty_multimeshes();
  	update_dirty_skeletons();
  	update_dirty_shaders();
  	update_dirty_materials();
  	update_particles();
  	update_dirty_captures();
  }
  
  RasterizerStorageGLES3::RasterizerStorageGLES3() {
  	config.should_orphan = true;
  }
  