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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-11-26 15:48:14 +0100
committerGitHub <noreply@github.com>2020-11-26 15:48:14 +0100
commit0a54dcb54f7e7855c7eb0b63b3cccf5d9d0251ea (patch)
tree629b00592dcdc22de5e18afd412ad9cfa60ea7c2 /servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
parent4e5625ce30364855075c4ac6b7f12575b2964122 (diff)
parent1bcf3c305bc3d7b0eb293247c08a1c3917eee9b2 (diff)
Merge pull request #43886 from reduz/sdf-2d
Implement Signed Distance Fields for 2D shaders
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl')
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl18
1 files changed, 17 insertions, 1 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl b/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
index 421282cd4d..5c25235c58 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
@@ -2,6 +2,8 @@
#version 450
+VERSION_DEFINES
+
layout(location = 0) in highp vec3 vertex;
layout(push_constant, binding = 0, std430) uniform Constants {
@@ -13,12 +15,16 @@ layout(push_constant, binding = 0, std430) uniform Constants {
}
constants;
+#ifdef MODE_SHADOW
layout(location = 0) out highp float depth;
+#endif
void main() {
highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0], constants.modelview[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
- depth = dot(constants.direction, vtx.xy);
+#ifdef MODE_SHADOW
+ depth = dot(constants.direction, vtx.xy);
+#endif
gl_Position = constants.projection * vtx;
}
@@ -26,6 +32,8 @@ void main() {
#version 450
+VERSION_DEFINES
+
layout(push_constant, binding = 0, std430) uniform Constants {
mat4 projection;
mat2x4 modelview;
@@ -35,9 +43,17 @@ layout(push_constant, binding = 0, std430) uniform Constants {
}
constants;
+#ifdef MODE_SHADOW
layout(location = 0) in highp float depth;
layout(location = 0) out highp float distance_buf;
+#else
+layout(location = 0) out highp float sdf_buf;
+#endif
void main() {
+#ifdef MODE_SHADOW
distance_buf = depth / constants.z_far;
+#else
+ sdf_buf = 1.0;
+#endif
}