diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2022-11-02 17:12:20 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-11-02 17:12:20 +0100 |
commit | cb1931b2715961dc663fa4e411850e4882722f14 (patch) | |
tree | 95405fb98f9780adcfe911241dfcdaeb5d4ca600 /drivers/gles3/shaders/canvas_shadow.glsl | |
parent | eddaab17eaffeef3ad38612bf72a901fd0ffcde5 (diff) | |
parent | 2ec234ff67496c1410df2ab14c03e144889adc8d (diff) |
Merge pull request #67639 from clayjohn/GLES3-2d-shadows
Add 2D shadows and canvas SDF to OpenGL3 renderer
Diffstat (limited to 'drivers/gles3/shaders/canvas_shadow.glsl')
-rw-r--r-- | drivers/gles3/shaders/canvas_shadow.glsl | 60 |
1 files changed, 0 insertions, 60 deletions
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl deleted file mode 100644 index 94485abd11..0000000000 --- a/drivers/gles3/shaders/canvas_shadow.glsl +++ /dev/null @@ -1,60 +0,0 @@ -/* clang-format off */ -[vertex] - -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -precision highp float; -precision highp int; -#endif - -layout(location = 0) in highp vec3 vertex; - -uniform highp mat4 projection_matrix; -/* clang-format on */ -uniform highp mat4 light_matrix; -uniform highp mat4 model_matrix; -uniform highp float distance_norm; - -out highp vec4 position_interp; - -void main() { - gl_Position = projection_matrix * (light_matrix * (model_matrix * vec4(vertex, 1.0))); - position_interp = gl_Position; -} - -/* clang-format off */ -[fragment] - -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -#if defined(USE_HIGHP_PRECISION) -precision highp float; -precision highp int; -#else -precision mediump float; -precision mediump int; -#endif -#endif - -in highp vec4 position_interp; -/* clang-format on */ - -void main() { - highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias - -#ifdef USE_RGBA_SHADOWS - - highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0)); - comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0); - frag_color = comp; -#else - - frag_color = vec4(depth); -#endif -} |