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authorAnton Yabchinskiy <arn@bestmx.ru>2015-03-10 11:44:40 +0300
committerAnton Yabchinskiy <arn@bestmx.ru>2015-03-10 11:44:40 +0300
commit43713810deaadfec6a1656767cf5520073e58a06 (patch)
tree8b1c7e82562494e1889b1550b58b3d953f076696 /drivers/gles2/shaders/canvas.glsl
parent19a99afa81354ed69e1c07b6050aeb438e4ee2cb (diff)
parent91744e9ed3124ca48e0837ee72bfe7182fd31701 (diff)
Merge branch 'master' of https://github.com/okamstudio/godot
Diffstat (limited to 'drivers/gles2/shaders/canvas.glsl')
-rw-r--r--drivers/gles2/shaders/canvas.glsl151
1 files changed, 129 insertions, 22 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 227a8b7bdd..0e19736fd5 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -26,6 +26,7 @@ uniform float time;
#ifdef USE_LIGHTING
uniform highp mat4 light_matrix;
+uniform highp mat4 light_local_matrix;
uniform vec2 light_pos;
varying vec4 light_uv_interp;
@@ -34,6 +35,10 @@ varying vec4 local_rot;
uniform vec2 normal_flip;
#endif
+#ifdef USE_SHADOWS
+highp varying vec2 pos;
+#endif
+
#endif
#if defined(ENABLE_VAR1_INTERP)
@@ -63,6 +68,8 @@ VERTEX_SHADER_CODE
outvec = modelview_matrix * outvec;
#endif
+
+
#ifdef USE_PIXEL_SNAP
outvec.xy=floor(outvec.xy+0.5);
@@ -74,7 +81,10 @@ VERTEX_SHADER_CODE
#ifdef USE_LIGHTING
light_uv_interp.xy = (light_matrix * outvec).xy;
- light_uv_interp.zw = outvec.xy-light_pos;
+ light_uv_interp.zw =(light_local_matrix * outvec).xy;
+#ifdef USE_SHADOWS
+ pos=outvec.xy;
+#endif
#if defined(NORMAL_USED)
local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy )*normal_flip.x;
@@ -154,6 +164,14 @@ varying vec4 local_rot;
uniform sampler2D shadow_texture;
uniform float shadow_attenuation;
+uniform highp mat4 shadow_matrix;
+highp varying vec2 pos;
+uniform float shadowpixel_size;
+
+#ifdef SHADOW_ESM
+uniform float shadow_esm_multiplier;
+#endif
+
#endif
#endif
@@ -170,19 +188,16 @@ void main() {
vec4 color = color_interp;
#if defined(NORMAL_USED)
- vec3 normal = vec3(0,0,1);
+ vec3 normal = vec3(0.0,0.0,1.0);
#endif
-#ifdef USE_MODULATE
-
- color*=modulate;
-#endif
color *= texture2D( texture, uv_interp );
#if defined(ENABLE_SCREEN_UV)
vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
#endif
+
{
FRAGMENT_SHADER_CODE
}
@@ -191,39 +206,37 @@ FRAGMENT_SHADER_CODE
color = vec4(vec3(enc32),1.0);
#endif
+#ifdef USE_MODULATE
+
+ color*=modulate;
+#endif
+
+
#ifdef USE_LIGHTING
+ vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping
+
#if defined(NORMAL_USED)
normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
#endif
float att=1.0;
- vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color;
-#ifdef USE_SHADOWS
- //this might not be that great on mobile?
- float light_dist = length(light_texture.zw);
- float light_angle = atan2(light_texture.x,light_texture.z) + 1.0 * 0.5;
- float shadow_dist = texture2D(shadow_texture,vec2(light_angle,0));
- if (light_dist>shadow_dist) {
- light*=shadow_attenuation;
- }
-//use shadows
-#endif
+ vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color;
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
{
- vec2 light_dir = normalize(light_uv_interp.zw);
- float light_distance = length(light_uv_interp.zw);
+ vec4 light_out=vec4(0.0,0.0,0.0,0.0);
LIGHT_SHADER_CODE
+ color=light_out;
}
#else
#if defined(NORMAL_USED)
- vec3 light_normal = normalize(vec3(light_uv_interp.zw,-light_height));
- light*=max(dot(-light_normal,normal),0);
+ vec3 light_normal = normalize(vec3(light_vec,-light_height));
+ light*=max(dot(-light_normal,normal),0.0);
#endif
color*=light;
@@ -233,13 +246,107 @@ LIGHT_SHADER_CODE
color.zw=vec2(0.0,1.0);
#endif
*/
+
+//light shader code
+#endif
+
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=0.0; //invisible
+ } else {
+
+#ifdef USE_SHADOWS
+
+ float angle_to_light = -atan(light_vec.x,light_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 = light_vec;
+ sh=0.0+(1.0/8.0);
+ } else if (abs_angle>135.0*PI/180.0) {
+ point = -light_vec;
+ sh = 0.5+(1.0/8.0);
+ } else if (angle_to_light>0.0) {
+
+ point = vec2(light_vec.y,-light_vec.x);
+ sh = 0.25+(1.0/8.0);
+ } else {
+
+ point = vec2(-light_vec.y,light_vec.x);
+ sh = 0.75+(1.0/8.0);
+
+ }
+
+
+ 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;
+
+ float shadow_attenuation;
+
+#ifdef SHADOW_PCF5
+
+ shadow_attenuation=0.0;
+ shadow_attenuation += texture2D(shadow_texture,vec2(su,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
+ shadow_attenuation/=5.0;
+
+#endif
+
+#ifdef SHADOW_PCF13
+
+ shadow_attenuation += texture2D(shadow_texture,vec2(su,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*3.0,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*4.0,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*5.0,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*6.0,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*3.0,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*4.0,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*5.0,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*6.0,sh)).z<sz?0.0:1.0;
+ shadow_attenuation/=13.0;
+
+#endif
+
+#ifdef SHADOW_ESM
+
+
+ {
+ float unnormalized = su/shadowpixel_size;
+ float fractional = fract(unnormalized);
+ unnormalized = floor(unnormalized);
+ float zc = texture2D(shadow_texture,vec2((unnormalized-0.5)*shadowpixel_size,sh)).z;
+ float zn = texture2D(shadow_texture,vec2((unnormalized+0.5)*shadowpixel_size,sh)).z;
+ float z = mix(zc,zn,fractional);
+ shadow_attenuation=clamp(exp(shadow_esm_multiplier* ( z - sz )),0.0,1.0);
}
-//light shader code
#endif
+#if !defined(SHADOW_PCF5) && !defined(SHADOW_PCF13) && !defined(SHADOW_ESM)
+
+ shadow_attenuation = texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0;
+
+#endif
+
+ color.rgb*=shadow_attenuation;
+//use shadows
+#endif
+ }
+
//use lighting
#endif
// color.rgb*=color.a;