diff options
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 3 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 10 | ||||
-rw-r--r-- | drivers/gles2/shaders/material.glsl | 8 | ||||
-rw-r--r-- | scene/resources/shader_graph.cpp | 1 | ||||
-rw-r--r-- | servers/visual/shader_language.cpp | 3 |
5 files changed, 22 insertions, 3 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index b473e8493f..39b448d6e0 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -4641,6 +4641,9 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const { if (light_flags.uses_light) { enablers.push_back("#define USE_LIGHT_SHADER_CODE\n"); } + if (light_flags.uses_shadow_color) { + enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n"); + } if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) { enablers.push_back("#define USE_TIME\n"); uses_time=true; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index c8f59ce22b..f981529ee3 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -221,6 +221,10 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a uses_light=true; } + if (vnode->name==vname_shadow) { + uses_shadow_color=true; + } + } if (type==ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX) { @@ -783,13 +787,14 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { replace_table["texscreen"]= "texscreen"; replace_table["texpos"]= "texpos"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["POSITION"] = "gl_Position"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_VERTEX"] = "vertex_in.xyz"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_NORMAL"] = "normal_in"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_TANGENT"]="tangent_in"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_BINORMALF"]="binormalf"; - + + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["POSITION"] = "gl_Position"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VERTEX"]="vertex_interp"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["NORMAL"]="normal_interp"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["TANGENT"]="tangent_interp"; @@ -858,6 +863,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT"]="light"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["POINT_COORD"]="gl_PointCoord"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["TIME"]="time"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SHADOW"]="shadow_color"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["SRC_VERTEX"]="src_vtx"; mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VERTEX"]="outvec.xy"; diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl index 38fb03ab5c..ccd80bf2f0 100644 --- a/drivers/gles2/shaders/material.glsl +++ b/drivers/gles2/shaders/material.glsl @@ -1175,6 +1175,10 @@ FRAGMENT_SHADER_CODE vec3 mdiffuse = diffuse.rgb; vec3 light; +#if defined(USE_LIGHT_SHADOW_COLOR) + vec3 shadow_color=vec3(0.0,0.0,0.0); +#endif + #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader { @@ -1195,6 +1199,10 @@ LIGHT_SHADER_CODE #endif diffuse.rgb = const_light_mult * ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation; +#if defined(USE_LIGHT_SHADOW_COLOR) + diffuse.rgb += light * shadow_color * attenuation * (1.0 - shadow_attenuation); +#endif + #ifdef USE_FOG diffuse.rgb = mix(diffuse.rgb,fog_interp.rgb,fog_interp.a); diff --git a/scene/resources/shader_graph.cpp b/scene/resources/shader_graph.cpp index d5204f45d5..7b67eaeda8 100644 --- a/scene/resources/shader_graph.cpp +++ b/scene/resources/shader_graph.cpp @@ -1435,6 +1435,7 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={ {MODE_MATERIAL,SHADER_TYPE_LIGHT,"ShadeParam","SHADE_PARAM","",SLOT_TYPE_SCALAR,SLOT_IN}, //light out {MODE_MATERIAL,SHADER_TYPE_LIGHT,"Light","LIGHT","",SLOT_TYPE_VEC,SLOT_OUT}, + {MODE_MATERIAL,SHADER_TYPE_LIGHT,"Shadow", "SHADOW", "",SLOT_TYPE_VEC, SLOT_OUT }, //canvas item vertex in {MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Vertex","vec3(SRC_VERTEX,0)","",SLOT_TYPE_VEC,SLOT_IN}, {MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"UV","SRC_UV","",SLOT_TYPE_VEC,SLOT_IN}, diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp index 6532c3f0ac..6c5f64edd9 100644 --- a/servers/visual/shader_language.cpp +++ b/servers/visual/shader_language.cpp @@ -1113,7 +1113,8 @@ const ShaderLanguage::BuiltinsDef ShaderLanguage::light_builtins_defs[]={ { "SPECULAR_EXP", TYPE_FLOAT}, { "SHADE_PARAM", TYPE_FLOAT}, { "LIGHT", TYPE_VEC3}, - { "POINT_COORD", TYPE_VEC2}, + { "SHADOW", TYPE_VEC3 }, + { "POINT_COORD", TYPE_VEC2 }, // { "SCREEN_POS", TYPE_VEC2}, // { "SCREEN_TEXEL_SIZE", TYPE_VEC2}, { "TIME", TYPE_FLOAT}, |