diff --git a/drivers/gles2/rasterizer_canvas_base_gles2.cpp b/drivers/gles2/rasterizer_canvas_base_gles2.cpp index 60b67a4..b4b9ad1 100644 --- a/drivers/gles2/rasterizer_canvas_base_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_base_gles2.cpp @@ -42,13 +42,9 @@ void RasterizerCanvasBaseGLES2::canvas_begin() { state.using_transparent_rt = false; - // always start with light_angle unset - state.using_large_vertex = false; state.using_modulate = false; - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_LIGHT_ANGLE, false); state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_MODULATE, false); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_LARGE_VERTEX, false); state.canvas_shader.bind(); int viewport_x, viewport_y, viewport_width, viewport_height; @@ -156,11 +152,6 @@ void RasterizerCanvasBaseGLES2::_set_texture_rect_mode(bool p_texture_rect, bool state.using_modulate = p_modulate; state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_MODULATE, p_modulate); } - - if (state.using_large_vertex != p_large_vertex) { - state.using_large_vertex = p_large_vertex; - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_LARGE_VERTEX, p_large_vertex); - } } RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) { @@ -840,11 +831,9 @@ void RasterizerCanvasBaseGLES2::initialize() { state.canvas_shader.init(); - state.using_large_vertex = false; state.using_modulate = false; _set_texture_rect_mode(true); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows); state.canvas_shader.bind(); diff --git a/drivers/gles2/rasterizer_canvas_base_gles2.h b/drivers/gles2/rasterizer_canvas_base_gles2.h index f9b1c70..111b4a7 100644 --- a/drivers/gles2/rasterizer_canvas_base_gles2.h +++ b/drivers/gles2/rasterizer_canvas_base_gles2.h @@ -77,7 +77,6 @@ public: bool using_texture_rect; bool using_modulate; - bool using_large_vertex; bool using_ninepatch; diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index 7c9faaa..ad5e9d8 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -1211,8 +1211,6 @@ void RasterizerCanvasGLES2::canvas_render_items_implementation(Item *p_item_list ris.item_group_modulate = p_modulate; ris.item_group_base_transform = p_base_transform; - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false); - state.current_tex = RID(); state.current_tex_ptr = nullptr; state.current_normal = RID(); @@ -1236,8 +1234,6 @@ void RasterizerCanvasGLES2::canvas_render_items_implementation(Item *p_item_list if (ris.current_clip) { glDisable(GL_SCISSOR_TEST); } - - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false); } // This function is a dry run of the state changes when drawing the item. diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index d77363e..9f05b4a 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -4360,15 +4360,9 @@ void RasterizerStorageGLES2::initialize() { #endif #ifdef GLES_OVER_GL - config.use_rgba_2d_shadows = false; config.support_depth_texture = true; - config.use_rgba_3d_shadows = false; - config.support_depth_cubemaps = true; #else - config.use_rgba_2d_shadows = !(config.float_texture_supported && config.extensions.has("GL_EXT_texture_rg")); config.support_depth_texture = config.extensions.has("GL_OES_depth_texture") || config.extensions.has("WEBGL_depth_texture"); - config.use_rgba_3d_shadows = !config.support_depth_texture; - config.support_depth_cubemaps = config.extensions.has("GL_OES_depth_texture_cube_map"); #endif #ifdef GLES_OVER_GL @@ -4461,7 +4455,6 @@ void RasterizerStorageGLES2::initialize() { if (status != GL_FRAMEBUFFER_COMPLETE) { //if it fails again depth textures aren't supported, use rgba shadows and renderbuffer for depth config.support_depth_texture = false; - config.use_rgba_3d_shadows = true; } glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index b8b936a..6880bb1 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -78,9 +78,6 @@ public: bool force_vertex_shading; - bool use_rgba_2d_shadows; - bool use_rgba_3d_shadows; - float anisotropic_level; bool support_32_bits_indices; @@ -115,8 +112,7 @@ public: GLuint mipmap_blur_color; GLuint radical_inverse_vdc_cache_tex; - bool use_rgba_2d_shadows; - + GLuint quadie; size_t blend_shape_transform_cpu_buffer_size; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index a040ca2..aeb46c1 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -1078,8 +1078,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[RS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; actions[RS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; actions[RS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; - actions[RS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n"; - // Ported from GLES3 actions[RS::SHADER_CANVAS_ITEM].usage_defines["sinh"] = "#define SINH_USED\n"; diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index f112ee8..a3a199f 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -19,11 +19,6 @@ uniform highp mat4 modelview_matrix; uniform highp mat4 extra_matrix; attribute highp vec2 vertex; // attrib:0 -#ifdef USE_ATTRIB_LIGHT_ANGLE -// shared with tangent, not used in canvas shader -attribute highp float light_angle; // attrib:2 -#endif - attribute vec4 color_attrib; // attrib:3 attribute vec2 uv_attrib; // attrib:4 @@ -42,17 +37,6 @@ attribute highp vec4 modulate_attrib; // attrib:5 #define final_modulate_alias final_modulate #endif -#ifdef USE_ATTRIB_LARGE_VERTEX -// shared with skeleton attributes, not used in batched shader -attribute highp vec2 translate_attrib; // attrib:6 -attribute highp vec4 basis_attrib; // attrib:7 -#endif - -#ifdef USE_SKELETON -attribute highp vec4 bone_indices; // attrib:6 -attribute highp vec4 bone_weights; // attrib:7 -#endif - #ifdef USE_INSTANCING attribute highp vec4 instance_xform0; //attrib:8 @@ -66,13 +50,6 @@ attribute highp vec4 instance_custom_data; //attrib:12 #endif -#ifdef USE_SKELETON -uniform highp sampler2D skeleton_texture; // texunit:-3 -uniform highp ivec2 skeleton_texture_size; -uniform highp mat4 skeleton_transform; -uniform highp mat4 skeleton_transform_inverse; -#endif - varying vec2 uv_interp; varying vec4 color_interp; @@ -96,34 +73,7 @@ uniform vec4 src_rect; uniform highp float time; -#ifdef USE_LIGHTING - -// light matrices -uniform highp mat4 light_matrix; -uniform highp mat4 light_matrix_inverse; -uniform highp mat4 light_local_matrix; -uniform highp mat4 shadow_matrix; -uniform highp vec4 light_color; -uniform highp vec4 light_shadow_color; -uniform highp vec2 light_pos; -uniform highp float shadowpixel_size; -uniform highp float shadow_gradient; -uniform highp float light_height; -uniform highp float light_outside_alpha; -uniform highp float shadow_distance_mult; - -varying vec4 light_uv_interp; -varying vec2 transformed_light_uv; -varying vec4 local_rot; - -#ifdef USE_SHADOWS -varying highp vec2 pos; -#endif - -const bool at_light_pass = true; -#else const bool at_light_pass = false; -#endif /* clang-format off */ @@ -202,27 +152,12 @@ VERTEX_SHADER_CODE modulate_interp = modulate_attrib; #endif -#ifdef USE_ATTRIB_LARGE_VERTEX - // transform is in attributes - vec2 temp; - - temp = outvec.xy; - temp.x = (outvec.x * basis_attrib.x) + (outvec.y * basis_attrib.z); - temp.y = (outvec.x * basis_attrib.y) + (outvec.y * basis_attrib.w); - - temp += translate_attrib; - outvec.xy = temp; - -#else - // transform is in uniforms #if !defined(SKIP_TRANSFORM_USED) outvec = extra_matrix_instance * outvec; outvec = modelview_matrix * outvec; #endif -#endif // not large integer - color_interp = color; #ifdef USE_PIXEL_SNAP @@ -232,75 +167,8 @@ VERTEX_SHADER_CODE uv += 1e-5; #endif -#ifdef USE_SKELETON - - // look up transform from the "pose texture" - if (bone_weights != vec4(0.0)) { - highp mat4 bone_transform = mat4(0.0); - - for (int i = 0; i < 4; i++) { - ivec2 tex_ofs = ivec2(int(bone_indices[i]) * 2, 0); - - highp mat4 b = mat4( - texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(0, 0)), - texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(1, 0)), - vec4(0.0, 0.0, 1.0, 0.0), - vec4(0.0, 0.0, 0.0, 1.0)); - - bone_transform += b * bone_weights[i]; - } - - mat4 bone_matrix = skeleton_transform * transpose(bone_transform) * skeleton_transform_inverse; - - outvec = bone_matrix * outvec; - } - -#endif - uv_interp = uv; gl_Position = projection_matrix * outvec; - -#ifdef USE_LIGHTING - - light_uv_interp.xy = (light_matrix * outvec).xy; - light_uv_interp.zw = (light_local_matrix * outvec).xy; - - transformed_light_uv = (mat3(light_matrix_inverse) * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping - -#ifdef USE_SHADOWS - pos = outvec.xy; -#endif - -#ifdef USE_ATTRIB_LIGHT_ANGLE - // we add a fixed offset because we are using the sign later, - // and don't want floating point error around 0.0 - float la = abs(light_angle) - 1.0; - - // vector light angle - vec4 vla; - vla.xy = vec2(cos(la), sin(la)); - vla.zw = vec2(-vla.y, vla.x); - - // vertical flip encoded in the sign - vla.zw *= sign(light_angle); - - // apply the transform matrix. - // The rotate will be encoded in the transform matrix for single rects, - // and just the flips in the light angle. - // For batching we will encode the rotation and the flips - // in the light angle, and can use the same shader. - local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.xy, 0.0, 0.0))).xy); - local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.zw, 0.0, 0.0))).xy); -#else - local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy); - local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(0.0, 1.0, 0.0, 0.0))).xy); -#ifdef USE_TEXTURE_RECT - local_rot.xy *= sign(src_rect.z); - local_rot.zw *= sign(src_rect.w); -#endif -#endif // not using light angle - -#endif } /* clang-format off */ @@ -369,37 +237,7 @@ uniform vec2 screen_pixel_size; #endif -#ifdef USE_LIGHTING - -uniform highp mat4 light_matrix; -uniform highp mat4 light_local_matrix; -uniform highp mat4 shadow_matrix; -uniform highp vec4 light_color; -uniform highp vec4 light_shadow_color; -uniform highp vec2 light_pos; -uniform highp float shadowpixel_size; -uniform highp float shadow_gradient; -uniform highp float light_height; -uniform highp float light_outside_alpha; -uniform highp float shadow_distance_mult; - -uniform lowp sampler2D light_texture; // texunit:-6 -varying vec4 light_uv_interp; -varying vec2 transformed_light_uv; - -varying vec4 local_rot; - -#ifdef USE_SHADOWS - -uniform highp sampler2D shadow_texture; // texunit:-5 -varying highp vec2 pos; - -#endif - -const bool at_light_pass = true; -#else const bool at_light_pass = false; -#endif uniform bool use_default_normal; @@ -504,203 +342,6 @@ FRAGMENT_SHADER_CODE 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 = texture2D(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 = (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(texture2D((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) (texture2D((m_tex), (m_uv)).r) - -#endif - -#ifdef SHADOW_USE_GRADIENT - - /* clang-format off */ - /* GLSL es 100 doesn't support line continuation characters(backslashes) */ -#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); } - /* clang-format on */ - -#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);