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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.glsl23
1 files changed, 13 insertions, 10 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index e297b328cd..259e82d704 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -155,6 +155,7 @@ uniform vec4 light_color;
uniform vec4 light_shadow_color;
uniform float light_height;
varying vec4 light_uv_interp;
+uniform float light_outside_alpha;
#if defined(NORMAL_USED)
varying vec4 local_rot;
@@ -247,22 +248,27 @@ FRAGMENT_SHADER_CODE
vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
#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*=light_outside_alpha; //invisible
+
+ } else {
+
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
-{
- vec4 light_out=light*color;
+ {
+ vec4 light_out=light*color;
LIGHT_SHADER_CODE
- color=light_out;
-}
+ color=light_out;
+ }
#else
#if defined(NORMAL_USED)
- vec3 light_normal = normalize(vec3(light_vec,-light_height));
- light*=max(dot(-light_normal,normal),0.0);
+ vec3 light_normal = normalize(vec3(light_vec,-light_height));
+ light*=max(dot(-light_normal,normal),0.0);
#endif
- color*=light;
+ color*=light;
/*
#ifdef USE_NORMAL
color.xy=local_rot.xy;//normal.xy;
@@ -273,9 +279,6 @@ LIGHT_SHADER_CODE
//light shader code
#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
- } else {
#ifdef USE_SHADOWS