diff options
author | Pieter-Jan Briers <pieterjan.briers@gmail.com> | 2018-03-10 00:21:38 +0100 |
---|---|---|
committer | PJB3005 <pieterjan.briers+git@gmail.com> | 2018-04-13 15:18:28 +0200 |
commit | 25ba49fd88ec460a6c4f39f93222671d5e2bab6e (patch) | |
tree | 3860b284a2591d3a2da1826fcb9c20b2441361de /drivers | |
parent | 3a5b25d5b489ad88c2861c9c37b56469580fbf03 (diff) |
Fixes canvas light shaders.
Fixes #16904
Restore more out functionality, fix built-ins.
Requested changes, I think?
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 3 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 59 |
2 files changed, 34 insertions, 28 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 070c661c8a..1f3b76f5cd 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -795,7 +795,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height"; actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color"; actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv"; - //actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_SHADOW_COLOR"]="light_shadow_color"; actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light"; actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color"; @@ -805,9 +804,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; /** SPATIAL SHADER **/ diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index f436ef06f7..3bbeb1149d 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -285,7 +285,19 @@ MATERIAL_UNIFORMS FRAGMENT_SHADER_GLOBALS -void light_compute(inout vec4 light,vec2 light_vec,float light_height,vec4 light_color,vec2 light_uv,vec4 shadow,vec3 normal,vec2 uv,vec2 screen_uv,vec4 color) { +void light_compute( + inout vec4 light, + inout vec2 light_vec, + inout float light_height, + inout vec4 light_color, + vec2 light_uv, + inout vec4 shadow_color, + vec3 normal, + vec2 uv, +#if defined(SCREEN_UV_USED) + vec2 screen_uv, +#endif + vec4 color) { #if defined(USE_LIGHT_SHADER_CODE) @@ -462,39 +474,41 @@ FRAGMENT_SHADER_CODE float att=1.0; vec2 light_uv = light_uv_interp.xy; - vec4 light = texture(light_texture,light_uv) * light_color; -#if defined(SHADOW_COLOR_USED) - vec4 shadow_color=vec4(0.0,0.0,0.0,0.0); -#endif + vec4 light = texture(light_texture,light_uv); 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*=light_outside_alpha; //invisible } else { + float real_light_height = light_height; + vec4 real_light_color = light_color; + vec4 real_light_shadow_color = light_shadow_color; #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader - light_compute(light,light_vec,light_height,light_color,light_uv,shadow,normal,uv,screen_uv,color); + light_compute( + light, + light_vec, + real_light_height, + real_light_color, + light_uv, + real_light_shadow_color, + normal, + uv, +#if defined(SCREEN_UV_USED) + screen_uv, +#endif + color); +#endif -#else + light *= real_light_color; if (normal_used) { - - vec3 light_normal = normalize(vec3(light_vec,-light_height)); + vec3 light_normal = normalize(vec3(light_vec,-real_light_height)); light*=max(dot(-light_normal,normal),0.0); } color*=light; -/* -#ifdef USE_NORMAL - color.xy=local_rot.xy;//normal.xy; - color.zw=vec2(0.0,1.0); -#endif -*/ - -//light shader code -#endif - #ifdef USE_SHADOWS @@ -634,13 +648,8 @@ FRAGMENT_SHADER_CODE #endif - -#if defined(SHADOW_COLOR_USED) - color=mix(shadow_color,color,shadow_attenuation); -#else //color*=shadow_attenuation; - color=mix(light_shadow_color,color,shadow_attenuation); -#endif + color=mix(real_light_shadow_color,color,shadow_attenuation); //use shadows #endif } |