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authorclayjohn <claynjohn@gmail.com>2022-09-06 14:42:08 -0700
committerclayjohn <claynjohn@gmail.com>2022-09-06 14:42:08 -0700
commitfea48cdfc6d434bf3b07ee08f1a466d798fc12d3 (patch)
tree2b9a65a05a28f90bb3eac81a91d82280ab713fa6 /drivers/gles3/shaders
parent5628ab9215d61fc2b7223b465626873368aaf66b (diff)
Fix rendering when using WebGL2.
Fixes include using proper depth buffer format in 3D (this had previously been fixed already but the changes were lost in a rebase), Remove unused lighting and shadowing code in 2D, and update 2D UBOs using glBufferSubData so that they remain the appropriate size.
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/canvas.glsl287
-rw-r--r--drivers/gles3/shaders/canvas_uniforms_inc.glsl21
2 files changed, 3 insertions, 305 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 5ec25327be..7334100575 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -210,8 +210,8 @@ void main() {
#include "canvas_uniforms_inc.glsl"
#include "stdlib_inc.glsl"
-uniform sampler2D atlas_texture; //texunit:-2
-uniform sampler2D shadow_atlas_texture; //texunit:-3
+//uniform sampler2D atlas_texture; //texunit:-2
+//uniform sampler2D shadow_atlas_texture; //texunit:-3
uniform sampler2D screen_texture; //texunit:-4
uniform sampler2D sdf_texture; //texunit:-5
uniform sampler2D normal_texture; //texunit:-6
@@ -241,54 +241,8 @@ layout(std140) uniform MaterialUniforms{
};
#endif
-vec2 screen_uv_to_sdf(vec2 p_uv) {
- return screen_to_sdf * p_uv;
-}
-
-float texture_sdf(vec2 p_sdf) {
- vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
- float d = texture(sdf_texture, uv).r;
- d *= SDF_MAX_LENGTH;
- return d * tex_to_sdf;
-}
-
-vec2 texture_sdf_normal(vec2 p_sdf) {
- vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
-
- const float EPSILON = 0.001;
- return normalize(vec2(
- texture(sdf_texture, uv + vec2(EPSILON, 0.0)).r - texture(sdf_texture, uv - vec2(EPSILON, 0.0)).r,
- texture(sdf_texture, uv + vec2(0.0, EPSILON)).r - texture(sdf_texture, uv - vec2(0.0, EPSILON)).r));
-}
-
-vec2 sdf_to_screen_uv(vec2 p_sdf) {
- return p_sdf * sdf_to_screen;
-}
-
#GLOBALS
-#ifdef LIGHT_CODE_USED
-
-vec4 light_compute(
- vec3 light_vertex,
- vec3 light_position,
- vec3 normal,
- vec4 light_color,
- float light_energy,
- vec4 specular_shininess,
- inout vec4 shadow_modulate,
- vec2 screen_uv,
- vec2 uv,
- vec4 color, bool is_directional) {
- vec4 light = vec4(0.0);
-
-#CODE : LIGHT
-
- return light;
-}
-
-#endif
-
#ifdef USE_NINEPATCH
float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) {
@@ -332,95 +286,6 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo
#endif
-vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
- float cNdotL = max(0.0, dot(normal, light_vec));
-
- if (specular_shininess_used) {
- //blinn
- vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
- vec3 half_vec = normalize(view + light_vec);
-
- float cNdotV = max(dot(normal, view), 0.0);
- float cNdotH = max(dot(normal, half_vec), 0.0);
- float cVdotH = max(dot(view, half_vec), 0.0);
- float cLdotH = max(dot(light_vec, half_vec), 0.0);
- float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess);
- blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
-
- return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
- } else {
- return light_color * base_color * cNdotL;
- }
-}
-
-//float distance = length(shadow_pos);
-vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
-#ifdef LIGHT_CODE_USED
- ,
- vec3 shadow_modulate
-#endif
-) {
- float shadow;
- uint shadow_mode = light_data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
-
- if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
- shadow = textureProjLod(shadow_atlas_texture, shadow_uv, 0.0).x;
- } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
- vec4 shadow_pixel_size = vec4(light_data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
- shadow = 0.0;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size, 0.0).x;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv, 0.0).x;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size, 0.0).x;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
- shadow /= 5.0;
- } else { //PCF13
- vec4 shadow_pixel_size = vec4(light_data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
- shadow = 0.0;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size, 0.0).x;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv, 0.0).x;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size, 0.0).x;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
- shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
- shadow /= 13.0;
- }
-
- vec4 shadow_color = unpackUnorm4x8(light_data[light_base].shadow_color);
-#ifdef LIGHT_CODE_USED
- shadow_color.rgb *= shadow_modulate;
-#endif
-
- shadow_color.a *= light_color.a; //respect light alpha
-
- return mix(light_color, shadow_color, shadow);
-}
-
-void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
- uint blend_mode = light_data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
-
- switch (blend_mode) {
- case LIGHT_FLAGS_BLEND_MODE_ADD: {
- color.rgb += light_color.rgb * light_color.a;
- } break;
- case LIGHT_FLAGS_BLEND_MODE_SUB: {
- color.rgb -= light_color.rgb * light_color.a;
- } break;
- case LIGHT_FLAGS_BLEND_MODE_MIX: {
- color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
- } break;
- }
-}
-
float msdf_median(float r, float g, float b, float a) {
return min(max(min(r, g), min(max(r, g), b)), a);
}
@@ -487,8 +352,7 @@ void main() {
color *= texture(color_texture, uv);
}
- uint light_count = (draw_data[draw_data_instance].flags >> FLAGS_LIGHT_COUNT_SHIFT) & uint(0xF); //max 16 lights
- bool using_light = light_count > uint(0) || directional_light_count > uint(0);
+ bool using_light = false;
vec3 normal;
@@ -547,156 +411,11 @@ void main() {
#endif
}
- if (normal_used) {
- //convert by item transform
- normal.xy = mat2(normalize(draw_data[draw_data_instance].world_x), normalize(draw_data[draw_data_instance].world_y)) * normal.xy;
- //convert by canvas transform
- normal = normalize((canvas_normal_transform * vec4(normal, 0.0)).xyz);
- }
-
- vec3 base_color = color.rgb;
- if (bool(draw_data[draw_data_instance].flags & FLAGS_USING_LIGHT_MASK)) {
- color = vec4(0.0); //invisible by default due to using light mask
- }
-
#ifdef MODE_LIGHT_ONLY
color = vec4(0.0);
#else
color *= canvas_modulation;
#endif
-#if !defined(DISABLE_LIGHTING) && !defined(MODE_UNSHADED)
-
- for (uint i = uint(0); i < directional_light_count; i++) {
- uint light_base = i;
-
- vec2 direction = light_data[light_base].position;
- vec4 light_color = light_data[light_base].color;
-
-#ifdef LIGHT_CODE_USED
-
- vec4 shadow_modulate = vec4(1.0);
- light_color = light_compute(light_vertex, vec3(direction, light_data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, true);
-#else
-
- if (normal_used) {
- vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_data[light_base].height));
- light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
- }
-#endif
-
- if (bool(light_data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
- vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_data[light_base].shadow_matrix[0], light_data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
-
- vec4 shadow_uv = vec4(shadow_pos.x, light_data[light_base].shadow_y_ofs, shadow_pos.y * light_data[light_base].shadow_zfar_inv, 1.0);
-
- light_color = light_shadow_compute(light_base, light_color, shadow_uv
-#ifdef LIGHT_CODE_USED
- ,
- shadow_modulate.rgb
-#endif
- );
- }
-
- light_blend_compute(light_base, light_color, color.rgb);
- }
-
- // Positional Lights
-
- for (uint i = uint(0); i < MAX_LIGHTS_PER_ITEM; i++) {
- if (i >= light_count) {
- break;
- }
- uint light_base;
- if (i < uint(8)) {
- if (i < uint(4)) {
- light_base = draw_data[draw_data_instance].lights.x;
- } else {
- light_base = draw_data[draw_data_instance].lights.y;
- }
- } else {
- if (i < uint(12)) {
- light_base = draw_data[draw_data_instance].lights.z;
- } else {
- light_base = draw_data[draw_data_instance].lights.w;
- }
- }
- light_base >>= (i & uint(3)) * uint(8);
- light_base &= uint(0xFF);
-
- vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_data[light_base].texture_matrix[0], light_data[light_base].texture_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
- vec2 tex_uv_atlas = tex_uv * light_data[light_base].atlas_rect.zw + light_data[light_base].atlas_rect.xy;
- vec4 light_color = textureLod(atlas_texture, tex_uv_atlas, 0.0);
- vec4 light_base_color = light_data[light_base].color;
-
-#ifdef LIGHT_CODE_USED
-
- vec4 shadow_modulate = vec4(1.0);
- vec3 light_position = vec3(light_data[light_base].position, light_data[light_base].height);
-
- light_color.rgb *= light_base_color.rgb;
- light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, false);
-#else
-
- light_color.rgb *= light_base_color.rgb * light_base_color.a;
-
- if (normal_used) {
- vec3 light_pos = vec3(light_data[light_base].position, light_data[light_base].height);
- vec3 pos = light_vertex;
- vec3 light_vec = normalize(light_pos - pos);
- float cNdotL = max(0.0, dot(normal, light_vec));
-
- light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
- }
-#endif
- if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
- //if outside the light texture, light color is zero
- light_color.a = 0.0;
- }
-
- if (bool(light_data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
- vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_data[light_base].shadow_matrix[0], light_data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
-
- vec2 pos_norm = normalize(shadow_pos);
- vec2 pos_abs = abs(pos_norm);
- vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y);
- vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot?
- float tex_ofs;
- float distance;
- if (pos_rot.y > 0.0) {
- if (pos_rot.x > 0.0) {
- tex_ofs = pos_box.y * 0.125 + 0.125;
- distance = shadow_pos.x;
- } else {
- tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
- distance = shadow_pos.y;
- }
- } else {
- if (pos_rot.x < 0.0) {
- tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
- distance = -shadow_pos.x;
- } else {
- tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
- distance = -shadow_pos.y;
- }
- }
-
- distance *= light_data[light_base].shadow_zfar_inv;
-
- //float distance = length(shadow_pos);
- vec4 shadow_uv = vec4(tex_ofs, light_data[light_base].shadow_y_ofs, distance, 1.0);
-
- light_color = light_shadow_compute(light_base, light_color, shadow_uv
-#ifdef LIGHT_CODE_USED
- ,
- shadow_modulate.rgb
-#endif
- );
- }
-
- light_blend_compute(light_base, light_color, color.rgb);
- }
-#endif // UNSHADED
-
frag_color = color;
}
diff --git a/drivers/gles3/shaders/canvas_uniforms_inc.glsl b/drivers/gles3/shaders/canvas_uniforms_inc.glsl
index 6b61fe9375..6b65e09cbf 100644
--- a/drivers/gles3/shaders/canvas_uniforms_inc.glsl
+++ b/drivers/gles3/shaders/canvas_uniforms_inc.glsl
@@ -94,27 +94,6 @@ layout(std140) uniform CanvasData { //ubo:0
#define LIGHT_FLAGS_SHADOW_PCF5 uint(1 << 22)
#define LIGHT_FLAGS_SHADOW_PCF13 uint(2 << 22)
-struct Light {
- mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
- mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
- vec4 color;
-
- uint shadow_color; // packed
- uint flags; //index to light texture
- float shadow_pixel_size;
- float height;
-
- vec2 position;
- float shadow_zfar_inv;
- float shadow_y_ofs;
-
- vec4 atlas_rect;
-};
-
-layout(std140) uniform LightData { //ubo:2
- Light light_data[MAX_LIGHTS];
-};
-
layout(std140) uniform DrawDataInstances { //ubo:3
DrawData draw_data[MAX_DRAW_DATA_INSTANCES];