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authorJuan Linietsky <reduzio@gmail.com>2015-02-18 19:39:44 -0300
committerJuan Linietsky <reduzio@gmail.com>2015-02-18 19:40:02 -0300
commit5ef3f7392faf0d2d9c136fc176f7a08cb774fe40 (patch)
tree78a763eebc9fc11ef1626a8bb93105aab88359c6 /drivers/gles2/shaders
parent63165d80d5bbd6ecbd8a47e8f526db169cbb8dc7 (diff)
support for light and normal mapping in 2D
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r--drivers/gles2/shaders/canvas.glsl62
1 files changed, 52 insertions, 10 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index dc0af017d0..227a8b7bdd 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -26,7 +26,13 @@ uniform float time;
#ifdef USE_LIGHTING
uniform highp mat4 light_matrix;
-varying vec4 light_tex_pos;
+uniform vec2 light_pos;
+varying vec4 light_uv_interp;
+
+#if defined(NORMAL_USED)
+varying vec4 local_rot;
+uniform vec2 normal_flip;
+#endif
#endif
@@ -67,8 +73,13 @@ VERTEX_SHADER_CODE
#ifdef USE_LIGHTING
- light_tex_pos.xy = light_matrix * gl_Position;
- light_tex_pos.zw=outvec.xy - light_matrix[4].xy; //likely wrong
+ light_uv_interp.xy = (light_matrix * outvec).xy;
+ light_uv_interp.zw = outvec.xy-light_pos;
+
+#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;
+ local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy )*normal_flip.y;
+#endif
#endif
@@ -121,11 +132,22 @@ varying vec4 var2_interp;
uniform float time;
#endif
+#ifdef USE_MODULATE
+
+uniform vec4 modulate;
+
+#endif
#ifdef USE_LIGHTING
uniform sampler2D light_texture;
-varying vec4 light_tex_pos;
+uniform vec4 light_color;
+uniform float light_height;
+varying vec4 light_uv_interp;
+
+#if defined(NORMAL_USED)
+varying vec4 local_rot;
+#endif
#ifdef USE_SHADOWS
@@ -151,6 +173,11 @@ void main() {
vec3 normal = vec3(0,0,1);
#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;
@@ -166,9 +193,13 @@ FRAGMENT_SHADER_CODE
#ifdef USE_LIGHTING
+#if defined(NORMAL_USED)
+ normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
+#endif
+
float att=1.0;
- vec3 light = texture2D(light_texture,light_tex_pos).rgb;
+ 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);
@@ -183,18 +214,29 @@ FRAGMENT_SHADER_CODE
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
{
- vec2 light_dir = normalize(light_tex_pos.zw);
- float light_distance = length(light_tex_pos.zw);
+ vec2 light_dir = normalize(light_uv_interp.zw);
+ float light_distance = length(light_uv_interp.zw);
LIGHT_SHADER_CODE
}
+
#else
#if defined(NORMAL_USED)
- vec2 light_normal = normalize(light_tex_pos.zw);
- light = color.rgb * light * max(dot(light_normal,normal),0);
+ vec3 light_normal = normalize(vec3(light_uv_interp.zw,-light_height));
+ light*=max(dot(-light_normal,normal),0);
#endif
- color.rgb=light;
+ 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