diff options
author | Juan Linietsky <reduzio@gmail.com> | 2015-03-09 02:34:56 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2015-03-09 02:34:56 -0300 |
commit | 09489e3a78de39bb4d8690f3c65f8a5e7a56a95e (patch) | |
tree | b6207118763b8f1ec81c9d5b7e483813363253c2 /drivers/gles2/shaders | |
parent | 2c2894ceb674927a35d2798b3e63adabdb020077 (diff) |
lot of work on 2D lighting and isometric maps
added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 180 |
1 files changed, 92 insertions, 88 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 9022f30d7f..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; @@ -80,7 +81,7 @@ 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 @@ -164,7 +165,6 @@ uniform sampler2D shadow_texture; uniform float shadow_attenuation; uniform highp mat4 shadow_matrix; -uniform highp mat4 light_local_matrix; highp varying vec2 pos; uniform float shadowpixel_size; @@ -188,7 +188,7 @@ 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 @@ -197,6 +197,7 @@ void main() { vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult; #endif + { FRAGMENT_SHADER_CODE } @@ -213,79 +214,110 @@ FRAGMENT_SHADER_CODE #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 + vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color; + +#if defined(USE_LIGHT_SHADER_CODE) +//light is written by the light shader +{ + vec4 light_out=vec4(0.0,0.0,0.0,0.0); +LIGHT_SHADER_CODE + color=light_out; +} +#else - vec2 lpos = (light_local_matrix * vec4(pos,0.0,1.0)).xy; - float angle_to_light = -atan(lpos.x,lpos.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*/ +#if defined(NORMAL_USED) + vec3 light_normal = normalize(vec3(light_vec,-light_height)); + light*=max(dot(-light_normal,normal),0.0); +#endif - float su,sz; + color*=light; +/* +#ifdef USE_NORMAL + color.xy=local_rot.xy;//normal.xy; + color.zw=vec2(0.0,1.0); +#endif +*/ - float abs_angle = abs(angle_to_light); - vec2 point; - float sh; - if (abs_angle<45.0*PI/180.0) { - point = lpos; - sh=0+(1.0/8.0); - } else if (abs_angle>135.0*PI/180.0) { - point = -lpos; - sh = 0.5+(1.0/8.0); - } else if (angle_to_light>0) { +//light shader code +#endif - point = vec2(lpos.y,-lpos.x); - sh = 0.25+(1.0/8.0); + 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 { - point = vec2(-lpos.y,lpos.x); - sh = 0.75+(1.0/8.0); +#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) { - 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; + point = vec2(light_vec.y,-light_vec.x); + sh = 0.25+(1.0/8.0); + } else { - float shadow_attenuation; + 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; + 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; + 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 @@ -293,56 +325,28 @@ FRAGMENT_SHADER_CODE { - 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); + 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); } #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; + shadow_attenuation = texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0; #endif - light*=shadow_attenuation; + color.rgb*=shadow_attenuation; //use shadows #endif - -#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); -LIGHT_SHADER_CODE -} - -#else - -#if defined(NORMAL_USED) - vec3 light_normal = normalize(vec3(light_uv_interp.zw,-light_height)); - light*=max(dot(-light_normal,normal),0); -#endif - - color*=light; -/* -#ifdef USE_NORMAL - color.xy=local_rot.xy;//normal.xy; - color.zw=vec2(0.0,1.0); -#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 } -//light shader code -#endif - //use lighting #endif // color.rgb*=color.a; |