diff options
Diffstat (limited to 'drivers/gles2/shaders/canvas.glsl')
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 190 |
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 |