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authorPieter-Jan Briers <pieterjan.briers@gmail.com>2018-03-10 00:21:38 +0100
committerPJB3005 <pieterjan.briers+git@gmail.com>2018-04-13 15:18:28 +0200
commit25ba49fd88ec460a6c4f39f93222671d5e2bab6e (patch)
tree3860b284a2591d3a2da1826fcb9c20b2441361de
parent3a5b25d5b489ad88c2861c9c37b56469580fbf03 (diff)
Fixes canvas light shaders.
Fixes #16904 Restore more out functionality, fix built-ins. Requested changes, I think?
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp3
-rw-r--r--drivers/gles3/shaders/canvas.glsl59
-rw-r--r--servers/visual/shader_types.cpp2
3 files changed, 35 insertions, 29 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 070c661c8a..1f3b76f5cd 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -795,7 +795,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
- //actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_SHADOW_COLOR"]="light_shadow_color";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
@@ -805,9 +804,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
- actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
-
actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
/** SPATIAL SHADER **/
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index f436ef06f7..3bbeb1149d 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -285,7 +285,19 @@ MATERIAL_UNIFORMS
FRAGMENT_SHADER_GLOBALS
-void light_compute(inout vec4 light,vec2 light_vec,float light_height,vec4 light_color,vec2 light_uv,vec4 shadow,vec3 normal,vec2 uv,vec2 screen_uv,vec4 color) {
+void light_compute(
+ inout vec4 light,
+ inout vec2 light_vec,
+ inout float light_height,
+ inout vec4 light_color,
+ vec2 light_uv,
+ inout vec4 shadow_color,
+ vec3 normal,
+ vec2 uv,
+#if defined(SCREEN_UV_USED)
+ vec2 screen_uv,
+#endif
+ vec4 color) {
#if defined(USE_LIGHT_SHADER_CODE)
@@ -462,39 +474,41 @@ FRAGMENT_SHADER_CODE
float att=1.0;
vec2 light_uv = light_uv_interp.xy;
- vec4 light = texture(light_texture,light_uv) * light_color;
-#if defined(SHADOW_COLOR_USED)
- vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
-#endif
+ 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,light_height,light_color,light_uv,shadow,normal,uv,screen_uv,color);
+ light_compute(
+ light,
+ light_vec,
+ real_light_height,
+ real_light_color,
+ light_uv,
+ real_light_shadow_color,
+ normal,
+ uv,
+#if defined(SCREEN_UV_USED)
+ screen_uv,
+#endif
+ color);
+#endif
-#else
+ light *= real_light_color;
if (normal_used) {
-
- vec3 light_normal = normalize(vec3(light_vec,-light_height));
+ vec3 light_normal = normalize(vec3(light_vec,-real_light_height));
light*=max(dot(-light_normal,normal),0.0);
}
color*=light;
-/*
-#ifdef USE_NORMAL
- color.xy=local_rot.xy;//normal.xy;
- color.zw=vec2(0.0,1.0);
-#endif
-*/
-
-//light shader code
-#endif
-
#ifdef USE_SHADOWS
@@ -634,13 +648,8 @@ FRAGMENT_SHADER_CODE
#endif
-
-#if defined(SHADOW_COLOR_USED)
- color=mix(shadow_color,color,shadow_attenuation);
-#else
//color*=shadow_attenuation;
- color=mix(light_shadow_color,color,shadow_attenuation);
-#endif
+ color=mix(real_light_shadow_color,color,shadow_attenuation);
//use shadows
#endif
}
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index 2ab52d13b8..a4053ad415 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -207,7 +207,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POSITION"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);