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authorJuan Linietsky <reduzio@gmail.com>2015-03-09 02:34:56 -0300
committerJuan Linietsky <reduzio@gmail.com>2015-03-09 02:34:56 -0300
commit09489e3a78de39bb4d8690f3c65f8a5e7a56a95e (patch)
treeb6207118763b8f1ec81c9d5b7e483813363253c2 /drivers/gles2/shaders
parent2c2894ceb674927a35d2798b3e63adabdb020077 (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.glsl180
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;