mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-23 04:16:50 +01:00
867 lines
22 KiB
GLSL
867 lines
22 KiB
GLSL
/* clang-format off */
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[vertex]
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layout(location = 0) in highp vec2 vertex;
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#ifdef USE_ATTRIB_LIGHT_ANGLE
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layout(location = 2) in highp float light_angle;
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#endif
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/* clang-format on */
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layout(location = 3) in vec4 color_attrib;
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#ifdef USE_ATTRIB_MODULATE
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layout(location = 5) in vec4 modulate_attrib; // attrib:5
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#endif
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// Usually, final_modulate is passed as a uniform. However during batching
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// If larger fvfs are used, final_modulate is passed as an attribute.
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// we need to read from the attribute in custom vertex shader
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// rather than the uniform. We do this by specifying final_modulate_alias
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// in shaders rather than final_modulate directly.
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#ifdef USE_ATTRIB_MODULATE
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#define final_modulate_alias modulate_attrib
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#else
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#define final_modulate_alias final_modulate
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#endif
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#ifdef USE_ATTRIB_LARGE_VERTEX
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// shared with skeleton attributes, not used in batched shader
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layout(location = 6) in vec2 translate_attrib; // attrib:6
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layout(location = 7) in vec4 basis_attrib; // attrib:7
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#endif
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#ifdef USE_SKELETON
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layout(location = 6) in uvec4 bone_indices; // attrib:6
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layout(location = 7) in vec4 bone_weights; // attrib:7
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#endif
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#ifdef USE_TEXTURE_RECT
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uniform vec4 dst_rect;
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uniform vec4 src_rect;
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#else
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#ifdef USE_INSTANCING
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layout(location = 8) in highp vec4 instance_xform0;
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layout(location = 9) in highp vec4 instance_xform1;
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layout(location = 10) in highp vec4 instance_xform2;
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layout(location = 11) in lowp vec4 instance_color;
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#ifdef USE_INSTANCE_CUSTOM
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layout(location = 12) in highp vec4 instance_custom_data;
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#endif
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#endif
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layout(location = 4) in highp vec2 uv_attrib;
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// skeleton
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#endif
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uniform highp vec2 color_texpixel_size;
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layout(std140) uniform CanvasItemData { //ubo:0
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highp mat4 projection_matrix;
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highp float time;
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};
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uniform highp mat4 modelview_matrix;
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uniform highp mat4 extra_matrix;
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out highp vec2 uv_interp;
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out mediump vec4 color_interp;
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#ifdef USE_ATTRIB_MODULATE
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// modulate doesn't need interpolating but we need to send it to the fragment shader
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flat out mediump vec4 modulate_interp;
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#endif
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#ifdef MODULATE_USED
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uniform mediump vec4 final_modulate;
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#endif
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#ifdef USE_NINEPATCH
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out highp vec2 pixel_size_interp;
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#endif
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#ifdef USE_SKELETON
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uniform mediump sampler2D skeleton_texture; // texunit:-4
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uniform highp mat4 skeleton_transform;
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uniform highp mat4 skeleton_transform_inverse;
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#endif
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#ifdef USE_LIGHTING
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layout(std140) uniform LightData { //ubo:1
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// light matrices
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highp mat4 light_matrix;
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highp mat4 light_local_matrix;
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highp mat4 shadow_matrix;
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highp vec4 light_color;
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highp vec4 light_shadow_color;
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highp vec2 light_pos;
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highp float shadowpixel_size;
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highp float shadow_gradient;
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highp float light_height;
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highp float light_outside_alpha;
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highp float shadow_distance_mult;
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};
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out vec4 light_uv_interp;
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out vec2 transformed_light_uv;
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out vec4 local_rot;
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#ifdef USE_SHADOWS
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out highp vec2 pos;
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#endif
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const bool at_light_pass = true;
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#else
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const bool at_light_pass = false;
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#endif
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#if defined(USE_MATERIAL)
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/* clang-format off */
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layout(std140) uniform UniformData { //ubo:2
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MATERIAL_UNIFORMS
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};
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/* clang-format on */
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#endif
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/* clang-format off */
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VERTEX_SHADER_GLOBALS
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/* clang-format on */
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void main() {
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vec4 color = color_attrib;
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#ifdef USE_INSTANCING
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mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
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color *= instance_color;
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#ifdef USE_INSTANCE_CUSTOM
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vec4 instance_custom = instance_custom_data;
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#else
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vec4 instance_custom = vec4(0.0);
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#endif
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#else
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mat4 extra_matrix_instance = extra_matrix;
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vec4 instance_custom = vec4(0.0);
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#endif
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#ifdef USE_TEXTURE_RECT
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if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
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uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx;
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} else {
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uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
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}
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highp vec4 outvec = vec4(dst_rect.xy + abs(dst_rect.zw) * mix(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0))), 0.0, 1.0);
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#else
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uv_interp = uv_attrib;
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highp vec4 outvec = vec4(vertex, 0.0, 1.0);
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#endif
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#ifdef USE_PARTICLES
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//scale by texture size
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outvec.xy /= color_texpixel_size;
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#endif
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#define extra_matrix extra_matrix_instance
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float point_size = 1.0;
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//for compatibility with the fragment shader we need to use uv here
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vec2 uv = uv_interp;
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{
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/* clang-format off */
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VERTEX_SHADER_CODE
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/* clang-format on */
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}
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gl_PointSize = point_size;
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uv_interp = uv;
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#ifdef USE_NINEPATCH
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pixel_size_interp = abs(dst_rect.zw) * vertex;
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#endif
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#ifdef USE_ATTRIB_MODULATE
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// modulate doesn't need interpolating but we need to send it to the fragment shader
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modulate_interp = modulate_attrib;
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#endif
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#ifdef USE_ATTRIB_LARGE_VERTEX
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// transform is in attributes
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vec2 temp;
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temp = outvec.xy;
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temp.x = (outvec.x * basis_attrib.x) + (outvec.y * basis_attrib.z);
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temp.y = (outvec.x * basis_attrib.y) + (outvec.y * basis_attrib.w);
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temp += translate_attrib;
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outvec.xy = temp;
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#else
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// transform is in uniforms
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#if !defined(SKIP_TRANSFORM_USED)
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outvec = extra_matrix * outvec;
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outvec = modelview_matrix * outvec;
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#endif
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#endif // not large integer
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#undef extra_matrix
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color_interp = color;
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#ifdef USE_PIXEL_SNAP
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outvec.xy = floor(outvec + 0.5).xy;
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// precision issue on some hardware creates artifacts within texture
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// offset uv by a small amount to avoid
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uv_interp += 1e-5;
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#endif
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#ifdef USE_SKELETON
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if (bone_weights != vec4(0.0)) { //must be a valid bone
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//skeleton transform
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ivec4 bone_indicesi = ivec4(bone_indices);
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ivec2 tex_ofs = ivec2(bone_indicesi.x % 256, (bone_indicesi.x / 256) * 2);
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highp mat2x4 m;
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m = mat2x4(
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texelFetch(skeleton_texture, tex_ofs, 0),
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texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
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bone_weights.x;
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tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 2);
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m += mat2x4(
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texelFetch(skeleton_texture, tex_ofs, 0),
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texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
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bone_weights.y;
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tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 2);
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m += mat2x4(
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texelFetch(skeleton_texture, tex_ofs, 0),
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texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
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bone_weights.z;
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tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 2);
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m += mat2x4(
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texelFetch(skeleton_texture, tex_ofs, 0),
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texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0)) *
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bone_weights.w;
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mat4 bone_matrix = skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_transform_inverse;
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outvec = bone_matrix * outvec;
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}
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#endif
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gl_Position = projection_matrix * outvec;
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#ifdef USE_LIGHTING
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light_uv_interp.xy = (light_matrix * outvec).xy;
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light_uv_interp.zw = (light_local_matrix * outvec).xy;
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mat3 inverse_light_matrix = mat3(inverse(light_matrix));
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inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
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inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
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inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
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transformed_light_uv = (inverse_light_matrix * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping
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#ifdef USE_SHADOWS
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pos = outvec.xy;
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#endif
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#ifdef USE_ATTRIB_LIGHT_ANGLE
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// we add a fixed offset because we are using the sign later,
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// and don't want floating point error around 0.0
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float la = abs(light_angle) - 1.0;
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// vector light angle
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vec4 vla;
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vla.xy = vec2(cos(la), sin(la));
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vla.zw = vec2(-vla.y, vla.x);
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vla.zw *= sign(light_angle);
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// apply the transform matrix.
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// The rotate will be encoded in the transform matrix for single rects,
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// and just the flips in the light angle.
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// For batching we will encode the rotation and the flips
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// in the light angle, and can use the same shader.
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local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.xy, 0.0, 0.0))).xy);
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local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.zw, 0.0, 0.0))).xy);
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#else
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local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy);
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local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(0.0, 1.0, 0.0, 0.0))).xy);
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#ifdef USE_TEXTURE_RECT
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local_rot.xy *= sign(src_rect.z);
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local_rot.zw *= sign(src_rect.w);
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#endif
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#endif // not using light angle
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#endif
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}
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/* clang-format off */
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[fragment]
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uniform mediump sampler2D color_texture; // texunit:0
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/* clang-format on */
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uniform highp vec2 color_texpixel_size;
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uniform mediump sampler2D normal_texture; // texunit:1
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in highp vec2 uv_interp;
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in mediump vec4 color_interp;
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#ifdef USE_ATTRIB_MODULATE
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flat in mediump vec4 modulate_interp;
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#endif
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#if defined(SCREEN_TEXTURE_USED)
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uniform sampler2D screen_texture; // texunit:-3
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#endif
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#if defined(SCREEN_UV_USED)
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uniform vec2 screen_pixel_size;
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#endif
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layout(std140) uniform CanvasItemData {
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highp mat4 projection_matrix;
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highp float time;
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};
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#ifdef USE_LIGHTING
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layout(std140) uniform LightData {
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highp mat4 light_matrix;
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highp mat4 light_local_matrix;
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highp mat4 shadow_matrix;
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highp vec4 light_color;
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highp vec4 light_shadow_color;
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highp vec2 light_pos;
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highp float shadowpixel_size;
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highp float shadow_gradient;
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highp float light_height;
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highp float light_outside_alpha;
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highp float shadow_distance_mult;
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};
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uniform lowp sampler2D light_texture; // texunit:-1
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in vec4 light_uv_interp;
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in vec2 transformed_light_uv;
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in vec4 local_rot;
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#ifdef USE_SHADOWS
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uniform highp sampler2D shadow_texture; // texunit:-2
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in highp vec2 pos;
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#endif
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const bool at_light_pass = true;
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#else
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const bool at_light_pass = false;
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#endif
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uniform mediump vec4 final_modulate;
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layout(location = 0) out mediump vec4 frag_color;
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#if defined(USE_MATERIAL)
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/* clang-format off */
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layout(std140) uniform UniformData {
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MATERIAL_UNIFORMS
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};
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/* clang-format on */
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#endif
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/* clang-format off */
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FRAGMENT_SHADER_GLOBALS
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/* clang-format on */
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void light_compute(
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inout vec4 light,
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inout vec2 light_vec,
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inout float light_height,
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inout vec4 light_color,
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vec2 light_uv,
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inout vec4 shadow_color,
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inout vec2 shadow_vec,
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vec3 normal,
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vec2 uv,
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#if defined(SCREEN_UV_USED)
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vec2 screen_uv,
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#endif
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vec4 color){
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#if defined(USE_LIGHT_SHADER_CODE)
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/* clang-format off */
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LIGHT_SHADER_CODE
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/* clang-format on */
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#endif
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}
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#ifdef USE_TEXTURE_RECT
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uniform vec4 dst_rect;
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uniform vec4 src_rect;
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uniform bool clip_rect_uv;
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#ifdef USE_NINEPATCH
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in highp vec2 pixel_size_interp;
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uniform int np_repeat_v;
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uniform int np_repeat_h;
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uniform bool np_draw_center;
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// left top right bottom in pixel coordinates
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uniform vec4 np_margins;
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// there are two ninepatch modes, and we don't want to waste a conditional
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#if defined USE_NINEPATCH_SCALING
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float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, float s_ratio, int np_repeat, inout int draw_center) {
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float tex_size = 1.0 / tex_pixel_size;
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float screen_margin_begin = margin_begin / s_ratio;
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float screen_margin_end = margin_end / s_ratio;
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if (pixel < screen_margin_begin) {
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return pixel * s_ratio * tex_pixel_size;
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} else if (pixel >= draw_size - screen_margin_end) {
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return (tex_size - (draw_size - pixel) * s_ratio) * tex_pixel_size;
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} else {
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if (!np_draw_center) {
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draw_center--;
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}
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if (np_repeat == 0) { //stretch
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//convert to ratio
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float ratio = (pixel - screen_margin_begin) / (draw_size - screen_margin_begin - screen_margin_end);
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//scale to source texture
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return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
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} else if (np_repeat == 1) { //tile
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//convert to ratio
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float ofs = mod((pixel - screen_margin_begin), tex_size - margin_begin - margin_end);
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//scale to source texture
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return (margin_begin + ofs) * tex_pixel_size;
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} else if (np_repeat == 2) { //tile fit
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//convert to ratio
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float src_area = draw_size - screen_margin_begin - screen_margin_end;
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float dst_area = tex_size - margin_begin - margin_end;
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float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5));
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//convert to ratio
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float ratio = (pixel - screen_margin_begin) / src_area;
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ratio = mod(ratio * scale, 1.0);
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return (margin_begin + ratio * dst_area) * tex_pixel_size;
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}
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}
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}
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#else
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float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) {
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float tex_size = 1.0 / tex_pixel_size;
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if (pixel < margin_begin) {
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return pixel * tex_pixel_size;
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} else if (pixel >= draw_size - margin_end) {
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return (tex_size - (draw_size - pixel)) * tex_pixel_size;
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} else {
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if (!np_draw_center) {
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draw_center--;
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}
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// np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum.
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if (np_repeat == 0) { // Stretch.
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// Convert to ratio.
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float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
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// Scale to source texture.
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return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
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} else if (np_repeat == 1) { // Tile.
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// Convert to offset.
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float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
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// Scale to source texture.
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return (margin_begin + ofs) * tex_pixel_size;
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} else if (np_repeat == 2) { // Tile Fit.
|
|
// Calculate scale.
|
|
float src_area = draw_size - margin_begin - margin_end;
|
|
float dst_area = tex_size - margin_begin - margin_end;
|
|
float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5));
|
|
// Convert to ratio.
|
|
float ratio = (pixel - margin_begin) / src_area;
|
|
ratio = mod(ratio * scale, 1.0);
|
|
// Scale to source texture.
|
|
return (margin_begin + ratio * dst_area) * tex_pixel_size;
|
|
} else { // Shouldn't happen, but silences compiler warning.
|
|
return 0.0;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#endif
|
|
#endif
|
|
|
|
uniform bool use_default_normal;
|
|
|
|
void main() {
|
|
vec4 color = color_interp;
|
|
vec2 uv = uv_interp;
|
|
|
|
#ifdef USE_TEXTURE_RECT
|
|
|
|
#ifdef USE_NINEPATCH
|
|
|
|
int draw_center = 2;
|
|
#if defined USE_NINEPATCH_SCALING
|
|
float s_ratio = max((1.0 / color_texpixel_size.x) / abs(dst_rect.z), (1.0 / color_texpixel_size.y) / abs(dst_rect.w));
|
|
s_ratio = max(1.0, s_ratio);
|
|
uv = vec2(
|
|
map_ninepatch_axis(pixel_size_interp.x, abs(dst_rect.z), color_texpixel_size.x, np_margins.x, np_margins.z, s_ratio, np_repeat_h, draw_center),
|
|
map_ninepatch_axis(pixel_size_interp.y, abs(dst_rect.w), color_texpixel_size.y, np_margins.y, np_margins.w, s_ratio, np_repeat_v, draw_center));
|
|
|
|
if (draw_center == 0) {
|
|
color.a = 0.0;
|
|
}
|
|
#else
|
|
uv = vec2(
|
|
map_ninepatch_axis(pixel_size_interp.x, abs(dst_rect.z), color_texpixel_size.x, np_margins.x, np_margins.z, np_repeat_h, draw_center),
|
|
map_ninepatch_axis(pixel_size_interp.y, abs(dst_rect.w), color_texpixel_size.y, np_margins.y, np_margins.w, np_repeat_v, draw_center));
|
|
|
|
if (draw_center == 0) {
|
|
color.a = 0.0;
|
|
}
|
|
#endif
|
|
uv = uv * src_rect.zw + src_rect.xy; //apply region if needed
|
|
#endif
|
|
|
|
if (clip_rect_uv) {
|
|
uv = clamp(uv, src_rect.xy, src_rect.xy + abs(src_rect.zw));
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifdef USE_DISTANCE_FIELD
|
|
// Higher is smoother, but also more blurry. Lower is crisper, but also more aliased.
|
|
// TODO: Adjust automatically based on screen resolution/font size ratio.
|
|
const float smoothing = 0.125;
|
|
float dist = texture(color_texture, uv, 0.0).a;
|
|
color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, dist);
|
|
#else
|
|
#if !defined(COLOR_USED)
|
|
// Default behavior, texture by color.
|
|
color *= texture(color_texture, uv);
|
|
#endif
|
|
#endif
|
|
|
|
vec3 normal;
|
|
|
|
#if defined(NORMAL_USED)
|
|
|
|
bool normal_used = true;
|
|
#else
|
|
bool normal_used = false;
|
|
#endif
|
|
|
|
if (use_default_normal) {
|
|
normal.xy = textureLod(normal_texture, uv, 0.0).xy * 2.0 - 1.0;
|
|
normal.z = sqrt(max(0.0, 1.0 - dot(normal.xy, normal.xy)));
|
|
normal_used = true;
|
|
} else {
|
|
normal = vec3(0.0, 0.0, 1.0);
|
|
}
|
|
|
|
#if defined(SCREEN_UV_USED)
|
|
vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
|
|
#endif
|
|
|
|
{
|
|
float normal_depth = 1.0;
|
|
|
|
#if defined(NORMALMAP_USED)
|
|
vec3 normal_map = vec3(0.0, 0.0, 1.0);
|
|
normal_used = true;
|
|
#endif
|
|
|
|
// If larger fvfs are used, final_modulate is passed as an attribute.
|
|
// we need to read from this in custom fragment shaders or applying in the post step,
|
|
// rather than using final_modulate directly.
|
|
#if defined(final_modulate_alias)
|
|
#undef final_modulate_alias
|
|
#endif
|
|
#ifdef USE_ATTRIB_MODULATE
|
|
#define final_modulate_alias modulate_interp
|
|
#else
|
|
#define final_modulate_alias final_modulate
|
|
#endif
|
|
|
|
/* clang-format off */
|
|
|
|
FRAGMENT_SHADER_CODE
|
|
|
|
/* clang-format on */
|
|
|
|
#if defined(NORMALMAP_USED)
|
|
normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth);
|
|
#endif
|
|
}
|
|
#ifdef DEBUG_ENCODED_32
|
|
highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0));
|
|
color = vec4(vec3(enc32), 1.0);
|
|
#endif
|
|
|
|
#if !defined(MODULATE_USED)
|
|
color *= final_modulate_alias;
|
|
#endif
|
|
|
|
#ifdef USE_LIGHTING
|
|
|
|
vec2 light_vec = transformed_light_uv;
|
|
vec2 shadow_vec = transformed_light_uv;
|
|
|
|
if (normal_used) {
|
|
normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
|
|
}
|
|
|
|
float att = 1.0;
|
|
|
|
vec2 light_uv = light_uv_interp.xy;
|
|
vec4 light = texture(light_texture, light_uv);
|
|
|
|
if (any(lessThan(light_uv_interp.xy, vec2(0.0, 0.0))) || any(greaterThanEqual(light_uv_interp.xy, vec2(1.0, 1.0)))) {
|
|
color.a *= light_outside_alpha; //invisible
|
|
|
|
} else {
|
|
float real_light_height = light_height;
|
|
vec4 real_light_color = light_color;
|
|
vec4 real_light_shadow_color = light_shadow_color;
|
|
|
|
#if defined(USE_LIGHT_SHADER_CODE)
|
|
//light is written by the light shader
|
|
light_compute(
|
|
light,
|
|
light_vec,
|
|
real_light_height,
|
|
real_light_color,
|
|
light_uv,
|
|
real_light_shadow_color,
|
|
shadow_vec,
|
|
normal,
|
|
uv,
|
|
#if defined(SCREEN_UV_USED)
|
|
screen_uv,
|
|
#endif
|
|
color);
|
|
#endif
|
|
|
|
light *= real_light_color;
|
|
|
|
if (normal_used) {
|
|
vec3 light_normal = normalize(vec3(light_vec, -real_light_height));
|
|
light *= max(dot(-light_normal, normal), 0.0);
|
|
}
|
|
|
|
color *= light;
|
|
|
|
#ifdef USE_SHADOWS
|
|
#ifdef SHADOW_VEC_USED
|
|
mat3 inverse_light_matrix = mat3(light_matrix);
|
|
inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
|
|
inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
|
|
inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
|
|
shadow_vec = (mat3(inverse_light_matrix) * vec3(shadow_vec, 0.0)).xy;
|
|
#else
|
|
shadow_vec = light_uv_interp.zw;
|
|
#endif
|
|
float angle_to_light = -atan(shadow_vec.x, shadow_vec.y);
|
|
float PI = 3.14159265358979323846264;
|
|
/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
|
|
float ang*/
|
|
|
|
float su, sz;
|
|
|
|
float abs_angle = abs(angle_to_light);
|
|
vec2 point;
|
|
float sh;
|
|
if (abs_angle < 45.0 * PI / 180.0) {
|
|
point = shadow_vec;
|
|
sh = 0.0 + (1.0 / 8.0);
|
|
} else if (abs_angle > 135.0 * PI / 180.0) {
|
|
point = -shadow_vec;
|
|
sh = 0.5 + (1.0 / 8.0);
|
|
} else if (angle_to_light > 0.0) {
|
|
point = vec2(shadow_vec.y, -shadow_vec.x);
|
|
sh = 0.25 + (1.0 / 8.0);
|
|
} else {
|
|
point = vec2(-shadow_vec.y, shadow_vec.x);
|
|
sh = 0.75 + (1.0 / 8.0);
|
|
}
|
|
|
|
highp vec4 s = shadow_matrix * vec4(point, 0.0, 1.0);
|
|
s.xyz /= s.w;
|
|
su = s.x * 0.5 + 0.5;
|
|
sz = s.z * 0.5 + 0.5;
|
|
//sz=lightlength(light_vec);
|
|
|
|
highp float shadow_attenuation = 0.0;
|
|
|
|
#ifdef USE_RGBA_SHADOWS
|
|
|
|
#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0))
|
|
|
|
#else
|
|
|
|
#define SHADOW_DEPTH(m_tex, m_uv) (texture((m_tex), (m_uv)).r)
|
|
|
|
#endif
|
|
|
|
#ifdef SHADOW_USE_GRADIENT
|
|
|
|
#define SHADOW_TEST(m_ofs) \
|
|
{ \
|
|
highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \
|
|
shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); \
|
|
}
|
|
|
|
#else
|
|
|
|
#define SHADOW_TEST(m_ofs) \
|
|
{ \
|
|
highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \
|
|
shadow_attenuation += step(sz, sd); \
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifdef SHADOW_FILTER_NEAREST
|
|
|
|
SHADOW_TEST(su);
|
|
|
|
#endif
|
|
|
|
#ifdef SHADOW_FILTER_PCF3
|
|
|
|
SHADOW_TEST(su + shadowpixel_size);
|
|
SHADOW_TEST(su);
|
|
SHADOW_TEST(su - shadowpixel_size);
|
|
shadow_attenuation /= 3.0;
|
|
|
|
#endif
|
|
|
|
#ifdef SHADOW_FILTER_PCF5
|
|
|
|
SHADOW_TEST(su + shadowpixel_size * 2.0);
|
|
SHADOW_TEST(su + shadowpixel_size);
|
|
SHADOW_TEST(su);
|
|
SHADOW_TEST(su - shadowpixel_size);
|
|
SHADOW_TEST(su - shadowpixel_size * 2.0);
|
|
shadow_attenuation /= 5.0;
|
|
|
|
#endif
|
|
|
|
#ifdef SHADOW_FILTER_PCF7
|
|
|
|
SHADOW_TEST(su + shadowpixel_size * 3.0);
|
|
SHADOW_TEST(su + shadowpixel_size * 2.0);
|
|
SHADOW_TEST(su + shadowpixel_size);
|
|
SHADOW_TEST(su);
|
|
SHADOW_TEST(su - shadowpixel_size);
|
|
SHADOW_TEST(su - shadowpixel_size * 2.0);
|
|
SHADOW_TEST(su - shadowpixel_size * 3.0);
|
|
shadow_attenuation /= 7.0;
|
|
|
|
#endif
|
|
|
|
#ifdef SHADOW_FILTER_PCF9
|
|
|
|
SHADOW_TEST(su + shadowpixel_size * 4.0);
|
|
SHADOW_TEST(su + shadowpixel_size * 3.0);
|
|
SHADOW_TEST(su + shadowpixel_size * 2.0);
|
|
SHADOW_TEST(su + shadowpixel_size);
|
|
SHADOW_TEST(su);
|
|
SHADOW_TEST(su - shadowpixel_size);
|
|
SHADOW_TEST(su - shadowpixel_size * 2.0);
|
|
SHADOW_TEST(su - shadowpixel_size * 3.0);
|
|
SHADOW_TEST(su - shadowpixel_size * 4.0);
|
|
shadow_attenuation /= 9.0;
|
|
|
|
#endif
|
|
|
|
#ifdef SHADOW_FILTER_PCF13
|
|
|
|
SHADOW_TEST(su + shadowpixel_size * 6.0);
|
|
SHADOW_TEST(su + shadowpixel_size * 5.0);
|
|
SHADOW_TEST(su + shadowpixel_size * 4.0);
|
|
SHADOW_TEST(su + shadowpixel_size * 3.0);
|
|
SHADOW_TEST(su + shadowpixel_size * 2.0);
|
|
SHADOW_TEST(su + shadowpixel_size);
|
|
SHADOW_TEST(su);
|
|
SHADOW_TEST(su - shadowpixel_size);
|
|
SHADOW_TEST(su - shadowpixel_size * 2.0);
|
|
SHADOW_TEST(su - shadowpixel_size * 3.0);
|
|
SHADOW_TEST(su - shadowpixel_size * 4.0);
|
|
SHADOW_TEST(su - shadowpixel_size * 5.0);
|
|
SHADOW_TEST(su - shadowpixel_size * 6.0);
|
|
shadow_attenuation /= 13.0;
|
|
|
|
#endif
|
|
|
|
//color *= shadow_attenuation;
|
|
color = mix(real_light_shadow_color, color, shadow_attenuation);
|
|
//use shadows
|
|
#endif
|
|
}
|
|
|
|
//use lighting
|
|
#endif
|
|
|
|
#ifdef LINEAR_TO_SRGB
|
|
// regular Linear -> SRGB conversion
|
|
vec3 a = vec3(0.055);
|
|
color.rgb = mix((vec3(1.0) + a) * pow(color.rgb, vec3(1.0 / 2.4)) - a, 12.92 * color.rgb, lessThan(color.rgb, vec3(0.0031308)));
|
|
#endif
|
|
|
|
//color.rgb *= color.a;
|
|
frag_color = color;
|
|
}
|