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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.glsl190
1 files changed, 169 insertions, 21 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 464cb9e188..9022f30d7f 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -26,7 +26,17 @@ uniform float time;
#ifdef USE_LIGHTING
uniform highp mat4 light_matrix;
-varying vec4 light_tex_pos;
+uniform vec2 light_pos;
+varying vec4 light_uv_interp;
+
+#if defined(NORMAL_USED)
+varying vec4 local_rot;
+uniform vec2 normal_flip;
+#endif
+
+#ifdef USE_SHADOWS
+highp varying vec2 pos;
+#endif
#endif
@@ -46,29 +56,42 @@ void main() {
color_interp = color_attrib;
uv_interp = uv_attrib;
- highp vec4 outvec = vec4(vertex, 1.0);
+ highp vec4 outvec = vec4(vertex, 1.0);
{
- vec2 src_vtx=outvec.xy;
+ vec2 src_vtx=outvec.xy;
VERTEX_SHADER_CODE
}
- outvec = extra_matrix * outvec;
- outvec = modelview_matrix * outvec;
+#if !defined(USE_WORLD_VEC)
+ outvec = extra_matrix * outvec;
+ outvec = modelview_matrix * outvec;
+#endif
+
+
+
#ifdef USE_PIXEL_SNAP
outvec.xy=floor(outvec.xy+0.5);
#endif
+ gl_Position = projection_matrix * outvec;
+
#ifdef USE_LIGHTING
- light_tex_pos.xy = light_matrix * outvec;
- light_tex_pos.zw=outvec.xy - light_matrix[4].xy; //likely wrong
+ light_uv_interp.xy = (light_matrix * outvec).xy;
+ light_uv_interp.zw = outvec.xy-light_pos;
+#ifdef USE_SHADOWS
+ pos=outvec.xy;
+#endif
+#if defined(NORMAL_USED)
+ local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy )*normal_flip.x;
+ local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy )*normal_flip.y;
#endif
+#endif
- gl_Position = projection_matrix * outvec;
}
[fragment]
@@ -118,17 +141,37 @@ varying vec4 var2_interp;
uniform float time;
#endif
+#ifdef USE_MODULATE
+
+uniform vec4 modulate;
+
+#endif
#ifdef USE_LIGHTING
uniform sampler2D light_texture;
-varying vec4 light_tex_pos;
+uniform vec4 light_color;
+uniform float light_height;
+varying vec4 light_uv_interp;
+
+#if defined(NORMAL_USED)
+varying vec4 local_rot;
+#endif
#ifdef USE_SHADOWS
uniform sampler2D shadow_texture;
uniform float shadow_attenuation;
+uniform highp mat4 shadow_matrix;
+uniform highp mat4 light_local_matrix;
+highp varying vec2 pos;
+uniform float shadowpixel_size;
+
+#ifdef SHADOW_ESM
+uniform float shadow_esm_multiplier;
+#endif
+
#endif
#endif
@@ -148,6 +191,7 @@ void main() {
vec3 normal = vec3(0,0,1);
#endif
+
color *= texture2D( texture, uv_interp );
#if defined(ENABLE_SCREEN_UV)
vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
@@ -161,37 +205,141 @@ FRAGMENT_SHADER_CODE
color = vec4(vec3(enc32),1.0);
#endif
+#ifdef USE_MODULATE
+
+ color*=modulate;
+#endif
+
+
#ifdef USE_LIGHTING
+#if defined(NORMAL_USED)
+ normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
+#endif
+
float att=1.0;
- vec3 light = texture2D(light_texture,light_tex_pos).rgb;
+ vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color;
#ifdef USE_SHADOWS
- //this might not be that great on mobile?
- float light_dist = length(light_texture.zw);
- float light_angle = atan2(light_texture.x,light_texture.z) + 1.0 * 0.5;
- float shadow_dist = texture2D(shadow_texture,vec2(light_angle,0));
- if (light_dist>shadow_dist) {
- light*=shadow_attenuation;
+
+
+ vec2 lpos = (light_local_matrix * vec4(pos,0.0,1.0)).xy;
+ float angle_to_light = -atan(lpos.x,lpos.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*/
+
+ float su,sz;
+
+ float abs_angle = abs(angle_to_light);
+ vec2 point;
+ float sh;
+ if (abs_angle<45.0*PI/180.0) {
+ point = lpos;
+ sh=0+(1.0/8.0);
+ } else if (abs_angle>135.0*PI/180.0) {
+ point = -lpos;
+ sh = 0.5+(1.0/8.0);
+ } else if (angle_to_light>0) {
+
+ point = vec2(lpos.y,-lpos.x);
+ sh = 0.25+(1.0/8.0);
+ } else {
+
+ point = vec2(-lpos.y,lpos.x);
+ sh = 0.75+(1.0/8.0);
+
}
+
+
+ vec4 s = shadow_matrix * vec4(point,0.0,1.0);
+ s.xyz/=s.w;
+ su=s.x*0.5+0.5;
+ sz=s.z*0.5+0.5;
+
+ float shadow_attenuation;
+
+#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/=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/=13.0;
+
+#endif
+
+#ifdef SHADOW_ESM
+
+
+ {
+ 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 z = mix(zc,zn,fractional);
+ shadow_attenuation=clamp(exp(shadow_esm_multiplier* ( z - sz )),0.0,1.0);
+ }
+
+#endif
+
+#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;
+
+#endif
+
+ light*=shadow_attenuation;
//use shadows
#endif
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
{
- vec2 light_dir = normalize(light_tex_pos.zw);
- float light_distance = length(light_tex_pos.zw);
+ vec2 light_dir = normalize(light_uv_interp.zw);
+ float light_distance = length(light_uv_interp.zw);
LIGHT_SHADER_CODE
}
+
#else
#if defined(NORMAL_USED)
- vec2 light_normal = normalize(light_tex_pos.zw);
- light = color.rgb * light * max(dot(light_normal,normal),0);
+ vec3 light_normal = normalize(vec3(light_uv_interp.zw,-light_height));
+ light*=max(dot(-light_normal,normal),0);
+#endif
+
+ color*=light;
+/*
+#ifdef USE_NORMAL
+ color.xy=local_rot.xy;//normal.xy;
+ color.zw=vec2(0.0,1.0);
#endif
+*/
+ if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) {
+ color.a=0.0; //invisible
+ }
- color.rgb=light;
//light shader code
#endif