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authorYuri Roubinsky <chaosus89@gmail.com>2022-03-18 12:10:55 +0300
committerYuri Roubinsky <chaosus89@gmail.com>2022-03-18 12:10:55 +0300
commit0d9aecd96760ad85930cced7a40c0e6c3c19f3dc (patch)
tree5104754a52e2a8cdadfb281a1d4a0558869ca9ce /drivers/gles3/shaders
parente462e2934d366261e37b69e03f98969c79e76cfe (diff)
Rename several transform built-ins in shaders
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/canvas.glsl6
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl4
-rw-r--r--drivers/gles3/shaders/scene.glsl40
3 files changed, 25 insertions, 25 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index a18c451858..8812447f6e 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -96,7 +96,7 @@ void main() {
#endif
- mat4 world_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0));
+ mat4 model_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0));
// MultiMeshes don't batch, so always read from draw_data[0]
uint instancing = draw_data[0].flags & FLAGS_INSTANCING_MASK;
@@ -169,7 +169,7 @@ void main() {
}
matrix = transpose(matrix);
- world_matrix = world_matrix * matrix;
+ model_matrix = model_matrix * matrix;
}
}
*/
@@ -192,7 +192,7 @@ void main() {
#endif
#if !defined(SKIP_TRANSFORM_USED)
- vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy;
+ vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
#endif
color_interp = color;
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
index 65389c211a..94485abd11 100644
--- a/drivers/gles3/shaders/canvas_shadow.glsl
+++ b/drivers/gles3/shaders/canvas_shadow.glsl
@@ -15,13 +15,13 @@ layout(location = 0) in highp vec3 vertex;
uniform highp mat4 projection_matrix;
/* clang-format on */
uniform highp mat4 light_matrix;
-uniform highp mat4 world_matrix;
+uniform highp mat4 model_matrix;
uniform highp float distance_norm;
out highp vec4 position_interp;
void main() {
- gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0)));
+ gl_Position = projection_matrix * (light_matrix * (model_matrix * vec4(vertex, 1.0)));
position_interp = gl_Position;
}
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 2d504cd052..ebb00e81d0 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -73,8 +73,8 @@ layout(location = 12) in highp vec4 instance_custom_data;
// uniforms
//
-uniform highp mat4 camera_matrix;
-uniform highp mat4 camera_inverse_matrix;
+uniform highp mat4 inv_view_matrix;
+uniform highp mat4 view_matrix;
uniform highp mat4 projection_matrix;
uniform highp mat4 projection_inverse_matrix;
@@ -314,7 +314,7 @@ uniform mediump float fog_height_curve;
void main() {
highp vec4 vertex = vertex_attrib;
- mat4 world_matrix = world_transform;
+ mat4 model_matrix = world_transform;
#ifdef USE_INSTANCING
{
@@ -323,7 +323,7 @@ void main() {
instance_xform_row_1,
instance_xform_row_2,
vec4(0.0, 0.0, 0.0, 1.0));
- world_matrix = world_matrix * transpose(m);
+ model_matrix = model_matrix * transpose(m);
}
#endif
@@ -356,12 +356,12 @@ void main() {
#endif
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = world_matrix * vertex;
- normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
+ vertex = model_matrix * vertex;
+ normal = normalize((model_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz);
- binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz);
+ tangent = normalize((model_matrix * vec4(tangent, 0.0)).xyz);
+ binormal = normalize((model_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif
@@ -395,7 +395,7 @@ void main() {
#endif
- world_matrix = world_matrix * bone_transform;
+ model_matrix = model_matrix * bone_transform;
#endif
@@ -408,11 +408,11 @@ void main() {
mat4 local_projection_matrix = projection_matrix;
- mat4 modelview = camera_inverse_matrix * world_matrix;
+ mat4 modelview = view_matrix * model_matrix;
float roughness = 1.0;
#define projection_matrix local_projection_matrix
-#define world_transform world_matrix
+#define world_transform model_matrix
float point_size = 1.0;
@@ -439,11 +439,11 @@ VERTEX_SHADER_CODE
#endif
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = camera_inverse_matrix * vertex;
- normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz);
+ vertex = view_matrix * vertex;
+ normal = normalize((view_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz);
- binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz);
+ tangent = normalize((view_matrix * vec4(tangent, 0.0)).xyz);
+ binormal = normalize((view_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif
@@ -635,7 +635,7 @@ VERTEX_SHADER_CODE
#ifdef FOG_HEIGHT_ENABLED
{
- float y = (camera_matrix * vec4(vertex_interp, 1.0)).y;
+ float y = (inv_view_matrix * vec4(vertex_interp, 1.0)).y;
fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
}
#endif
@@ -680,9 +680,9 @@ precision mediump int;
// uniforms
//
-uniform highp mat4 camera_matrix;
+uniform highp mat4 inv_view_matrix;
/* clang-format on */
-uniform highp mat4 camera_inverse_matrix;
+uniform highp mat4 view_matrix;
uniform highp mat4 projection_matrix;
uniform highp mat4 projection_inverse_matrix;
@@ -1644,7 +1644,7 @@ FRAGMENT_SHADER_CODE
cone_dirs[10] = vec3(-0.700629, -0.509037, -0.5);
cone_dirs[11] = vec3(0.267617, -0.823639, -0.5);
- vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
+ vec3 local_normal = normalize(inv_view_matrix * vec4(normal, 0.0)).xyz;
vec4 captured = vec4(0.0);
float sum = 0.0;
for (int i = 0; i < 12; i++) {
@@ -2122,7 +2122,7 @@ FRAGMENT_SHADER_CODE
#ifdef FOG_HEIGHT_ENABLED
{
- float y = (camera_matrix * vec4(vertex, 1.0)).y;
+ float y = (inv_view_matrix * vec4(vertex, 1.0)).y;
fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
}
#endif