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authorJuan Linietsky <reduzio@gmail.com>2015-03-31 14:58:52 -0300
committerJuan Linietsky <reduzio@gmail.com>2015-03-31 14:59:28 -0300
commitad634876b5b7d775f6d490cf7f874c6aae058a28 (patch)
tree940f59000d23b83388af4f304554e3b68b130aab /drivers
parent7f8a0cddcfbd5744113de1826380310ad920360a (diff)
fixes for light2d in androids that do not support
read depth
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp2
-rw-r--r--drivers/gles2/shaders/canvas.glsl53
2 files changed, 35 insertions, 20 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 05c977f344..d2bf28a1bc 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -9129,6 +9129,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false);
+
bool reset_modulate=false;
bool prev_distance_field=false;
@@ -10578,6 +10579,7 @@ void RasterizerGLES2::init() {
shadow_mat_ptr = material_owner.get(shadow_material);
overdraw_material = create_overdraw_debug_material();
copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR,!use_fp16_fb);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_DEPTH_SHADOWS,read_depth_supported);
canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false));
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index bd10c49559..afa58b7741 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -299,32 +299,45 @@ LIGHT_SHADER_CODE
highp float shadow_attenuation;
+#ifdef USE_DEPTH_SHADOWS
+
+#define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).z)
+
+#else
+
+//#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
+#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
+
+#endif
+
+
+
#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 += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<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 += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*3.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*4.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*5.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*6.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*3.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*4.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*5.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*6.0,sh))<sz?0.0:1.0;
shadow_attenuation/=13.0;
#endif
@@ -336,8 +349,8 @@ LIGHT_SHADER_CODE
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 zc = SHADOW_DEPTH(shadow_texture,vec2((unnormalized-0.5)*shadowpixel_size,sh));
+ float zn = SHADOW_DEPTH(shadow_texture,vec2((unnormalized+0.5)*shadowpixel_size,sh));
float z = mix(zc,zn,fractional);
shadow_attenuation=clamp(exp(shadow_esm_multiplier* ( z - sz )),0.0,1.0);
}
@@ -346,7 +359,7 @@ LIGHT_SHADER_CODE
#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;
+ shadow_attenuation = SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
#endif