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path: root/drivers/gles2/shaders/canvas.glsl
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Diffstat (limited to 'drivers/gles2/shaders/canvas.glsl')
-rw-r--r--drivers/gles2/shaders/canvas.glsl62
1 files changed, 58 insertions, 4 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 614124e6d9..0de60d7421 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -12,12 +12,40 @@ precision mediump int;
uniform highp mat4 projection_matrix;
/* clang-format on */
+
+#include "stdlib.glsl"
+
uniform highp mat4 modelview_matrix;
uniform highp mat4 extra_matrix;
attribute highp vec2 vertex; // attrib:0
attribute vec4 color_attrib; // attrib:3
attribute vec2 uv_attrib; // attrib:4
+#ifdef USE_SKELETON
+attribute highp vec4 bone_indices; // attrib:6
+attribute highp vec4 bone_weights; // attrib:7
+#endif
+
+#ifdef USE_INSTANCING
+
+attribute highp vec4 instance_xform0; //attrib:8
+attribute highp vec4 instance_xform1; //attrib:9
+attribute highp vec4 instance_xform2; //attrib:10
+attribute highp vec4 instance_color; //attrib:11
+
+#ifdef USE_INSTANCE_CUSTOM
+attribute highp vec4 instance_custom_data; //attrib:12
+#endif
+
+#endif
+
+#ifdef USE_SKELETON
+uniform highp sampler2D skeleton_texture; // texunit:-3
+uniform highp ivec2 skeleton_texture_size;
+uniform highp mat4 skeleton_transform;
+uniform highp mat4 skeleton_transform_inverse;
+#endif
+
varying vec2 uv_interp;
varying vec4 color_interp;
@@ -125,7 +153,7 @@ VERTEX_SHADER_CODE
}
#if !defined(SKIP_TRANSFORM_USED)
- outvec = extra_matrix * outvec;
+ outvec = extra_matrix_instance * outvec;
outvec = modelview_matrix * outvec;
#endif
@@ -135,6 +163,32 @@ VERTEX_SHADER_CODE
outvec.xy = floor(outvec + 0.5).xy;
#endif
+#ifdef USE_SKELETON
+
+ // look up transform from the "pose texture"
+ if (bone_weights != vec4(0.0)) {
+
+ highp mat4 bone_transform = mat4(0.0);
+
+ for (int i = 0; i < 4; i++) {
+ ivec2 tex_ofs = ivec2(int(bone_indices[i]) * 2, 0);
+
+ highp mat4 b = mat4(
+ texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(0, 0)),
+ texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
+ vec4(0.0, 0.0, 1.0, 0.0),
+ vec4(0.0, 0.0, 0.0, 1.0));
+
+ bone_transform += b * bone_weights[i];
+ }
+
+ mat4 bone_matrix = skeleton_transform * transpose(bone_transform) * skeleton_transform_inverse;
+
+ outvec = bone_matrix * outvec;
+ }
+
+#endif
+
gl_Position = projection_matrix * outvec;
#ifdef USE_LIGHTING
@@ -184,7 +238,7 @@ uniform vec4 final_modulate;
#ifdef SCREEN_TEXTURE_USED
-uniform sampler2D screen_texture; // texunit:-3
+uniform sampler2D screen_texture; // texunit:-4
#endif
@@ -208,7 +262,7 @@ uniform highp float light_height;
uniform highp float light_outside_alpha;
uniform highp float shadow_distance_mult;
-uniform lowp sampler2D light_texture; // texunit:-3
+uniform lowp sampler2D light_texture; // texunit:-4
varying vec4 light_uv_interp;
varying vec2 transformed_light_uv;
@@ -216,7 +270,7 @@ varying vec4 local_rot;
#ifdef USE_SHADOWS
-uniform highp sampler2D shadow_texture; // texunit:-4
+uniform highp sampler2D shadow_texture; // texunit:-5
varying highp vec2 pos;
#endif