diff options
author | Juan Linietsky <reduzio@gmail.com> | 2015-03-02 00:54:10 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2015-03-02 00:54:43 -0300 |
commit | a1f715a4da71fbc2b7d6fad68624bf8b22c6da17 (patch) | |
tree | 5cd305c8f8858504f0b5efb804b2c291b1dc5089 /drivers/gles2/shaders | |
parent | 0e732637d07d908daf64526f222e71fea402f3db (diff) |
support for 2D shadow casters
Added support for 2D shadow casters.
*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r-- | drivers/gles2/shaders/SCsub | 1 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 123 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas_shadow.glsl | 62 |
3 files changed, 176 insertions, 10 deletions
diff --git a/drivers/gles2/shaders/SCsub b/drivers/gles2/shaders/SCsub index c665cf9036..9679223b16 100644 --- a/drivers/gles2/shaders/SCsub +++ b/drivers/gles2/shaders/SCsub @@ -3,6 +3,7 @@ Import('env') if env['BUILDERS'].has_key('GLSL120GLES'): env.GLSL120GLES('material.glsl'); env.GLSL120GLES('canvas.glsl'); + env.GLSL120GLES('canvas_shadow.glsl'); env.GLSL120GLES('blur.glsl'); env.GLSL120GLES('copy.glsl'); diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 227a8b7bdd..9022f30d7f 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -34,6 +34,10 @@ 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 +67,8 @@ VERTEX_SHADER_CODE outvec = modelview_matrix * outvec; #endif + + #ifdef USE_PIXEL_SNAP outvec.xy=floor(outvec.xy+0.5); @@ -75,6 +81,9 @@ VERTEX_SHADER_CODE light_uv_interp.xy = (light_matrix * outvec).xy; light_uv_interp.zw = outvec.xy-light_pos; +#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 +163,15 @@ varying vec4 local_rot; 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; + +#ifdef SHADOW_ESM +uniform float shadow_esm_multiplier; +#endif + #endif #endif @@ -173,10 +191,6 @@ 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) @@ -191,6 +205,12 @@ FRAGMENT_SHADER_CODE color = vec4(vec3(enc32),1.0); #endif +#ifdef USE_MODULATE + + color*=modulate; +#endif + + #ifdef USE_LIGHTING #if defined(NORMAL_USED) @@ -201,13 +221,96 @@ FRAGMENT_SHADER_CODE 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; + + + 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*/ + + float su,sz; + + 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) { + + point = vec2(lpos.y,-lpos.x); + sh = 0.25+(1.0/8.0); + } else { + + point = vec2(-lpos.y,lpos.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); } + +#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 + + light*=shadow_attenuation; //use shadows #endif diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl new file mode 100644 index 0000000000..40cf321dce --- /dev/null +++ b/drivers/gles2/shaders/canvas_shadow.glsl @@ -0,0 +1,62 @@ +[vertex] + +#ifdef USE_GLES_OVER_GL +#define mediump +#define highp +#else +precision mediump float; +precision mediump int; +#endif + +uniform highp mat4 projection_matrix; +uniform highp mat4 light_matrix; +uniform highp mat4 world_matrix; + +attribute highp vec3 vertex; // attrib:0 + +#ifndef USE_DEPTH_SHADOWS + +varying vec4 position_interp; + +#endif + + +void main() { + + gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex,1.0))); + +#ifndef USE_DEPTH_SHADOWS + position_interp = gl_Position; +#endif + +} + +[fragment] + +#ifdef USE_GLES_OVER_GL +#define mediump +#define highp +#else +precision mediump float; +precision mediump int; +#endif + +#ifndef USE_DEPTH_SHADOWS + +varying vec4 position_interp; + +#endif + +void main() { + +#ifdef USE_DEPTH_SHADOWS + +#else + highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias; + highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); + comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); + gl_FragColor = comp; +#endif + +} + |