diff options
Diffstat (limited to 'drivers/gles2/shaders/canvas.glsl')
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 31 |
1 files changed, 21 insertions, 10 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 0818942b0a..08548ded17 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -258,6 +258,8 @@ precision mediump int; #endif #endif +#include "stdlib.glsl" + uniform sampler2D color_texture; // texunit:-1 /* clang-format on */ uniform highp vec2 color_texpixel_size; @@ -329,6 +331,7 @@ void light_compute( inout vec4 light_color, vec2 light_uv, inout vec4 shadow_color, + inout vec2 shadow_vec, vec3 normal, vec2 uv, #if defined(SCREEN_UV_USED) @@ -405,6 +408,7 @@ FRAGMENT_SHADER_CODE #ifdef USE_LIGHTING vec2 light_vec = transformed_light_uv; + vec2 shadow_vec = transformed_light_uv; if (normal_used) { normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy; @@ -432,6 +436,7 @@ FRAGMENT_SHADER_CODE real_light_color, light_uv, real_light_shadow_color, + shadow_vec, normal, uv, #if defined(SCREEN_UV_USED) @@ -450,11 +455,18 @@ FRAGMENT_SHADER_CODE color *= light; #ifdef USE_SHADOWS - // Reset light_vec to compute shadows, the shadow map is created from the light origin, so it only - // makes sense to compute shadows from there. - light_vec = light_uv_interp.zw; - float angle_to_light = -atan(light_vec.x, light_vec.y); +#ifdef SHADOW_VEC_USED + mat3 inverse_light_matrix = mat3(light_matrix); + inverse_light_matrix[0] = normalize(inverse_light_matrix[0]); + inverse_light_matrix[1] = normalize(inverse_light_matrix[1]); + inverse_light_matrix[2] = normalize(inverse_light_matrix[2]); + shadow_vec = (inverse_light_matrix * vec3(shadow_vec, 0.0)).xy; +#else + shadow_vec = light_uv_interp.zw; +#endif + + float angle_to_light = -atan(shadow_vec.x, shadow_vec.y); float PI = 3.14159265358979323846264; /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays float ang*/ @@ -465,18 +477,18 @@ FRAGMENT_SHADER_CODE vec2 point; float sh; if (abs_angle < 45.0 * PI / 180.0) { - point = light_vec; + point = shadow_vec; sh = 0.0 + (1.0 / 8.0); } else if (abs_angle > 135.0 * PI / 180.0) { - point = -light_vec; + point = -shadow_vec; sh = 0.5 + (1.0 / 8.0); } else if (angle_to_light > 0.0) { - point = vec2(light_vec.y, -light_vec.x); + point = vec2(shadow_vec.y, -shadow_vec.x); sh = 0.25 + (1.0 / 8.0); } else { - point = vec2(-light_vec.y, light_vec.x); + point = vec2(-shadow_vec.y, shadow_vec.x); sh = 0.75 + (1.0 / 8.0); } @@ -489,8 +501,7 @@ FRAGMENT_SHADER_CODE highp float shadow_attenuation = 0.0; #ifdef USE_RGBA_SHADOWS - -#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, 1.0)) +#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) #else |